@visactor/vrender-core 0.17.2-alpha.4 → 0.17.3-alpha.0

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.
@@ -1,31 +1,33 @@
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- import { isNumber, arrayEqual, pi } from "@visactor/vutils";
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+ import { isNumber, arrayEqual, pi, abs } from "@visactor/vutils";
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  const halfPi = pi / 2;
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  export function createRectPath(path, x, y, width, height, rectCornerRadius) {
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  let cornerRadius;
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  if (width < 0 && (x += width, width = -width), height < 0 && (y += height, height = -height),
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- isNumber(rectCornerRadius, !0)) cornerRadius = [ rectCornerRadius, rectCornerRadius, rectCornerRadius, rectCornerRadius ]; else if (Array.isArray(rectCornerRadius)) {
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+ isNumber(rectCornerRadius, !0)) cornerRadius = [ rectCornerRadius = abs(rectCornerRadius), rectCornerRadius, rectCornerRadius, rectCornerRadius ]; else if (Array.isArray(rectCornerRadius)) {
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  const cornerRadiusArr = rectCornerRadius;
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+ let cr0, cr1;
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  switch (cornerRadiusArr.length) {
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  case 0:
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  cornerRadius = [ 0, 0, 0, 0 ];
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  break;
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  case 1:
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- cornerRadius = [ cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0] ];
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+ cr0 = abs(cornerRadiusArr[0]), cornerRadius = [ cr0, cr0, cr0, cr0 ];
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  break;
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  case 2:
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  case 3:
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- cornerRadius = [ cornerRadiusArr[0], cornerRadiusArr[1], cornerRadiusArr[0], cornerRadiusArr[1] ];
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+ cr0 = abs(cornerRadiusArr[0]), cr1 = abs(cornerRadiusArr[1]), cornerRadius = [ cr0, cr1, cr0, cr1 ];
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  break;
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  default:
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- cornerRadius = cornerRadiusArr.slice(0, 5);
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+ cornerRadius = cornerRadiusArr, cornerRadius[0] = abs(cornerRadius[0]), cornerRadius[1] = abs(cornerRadius[1]),
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+ cornerRadius[2] = abs(cornerRadius[2]), cornerRadius[3] = abs(cornerRadius[3]);
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  }
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  } else cornerRadius = [ 0, 0, 0, 0 ];
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- if (width < 0 || Math.abs(cornerRadius[0]) + Math.abs(cornerRadius[1]) + Math.abs(cornerRadius[2]) + Math.abs(cornerRadius[3]) < 1e-12) return path.rect(x, y, width, height);
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+ if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) return path.rect(x, y, width, height);
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  const [leftTop, rightTop, rightBottom, leftBottom] = [ [ x, y ], [ x + width, y ], [ x + width, y + height ], [ x, y + height ] ], maxCornerRadius = Math.min(width / 2, height / 2), _cornerRadius = [ Math.min(maxCornerRadius, cornerRadius[0]), Math.min(maxCornerRadius, cornerRadius[1]), Math.min(maxCornerRadius, cornerRadius[2]), Math.min(maxCornerRadius, cornerRadius[3]) ], leftTopPoint1 = [ leftTop[0] + _cornerRadius[0], leftTop[1] ], leftTopPoint2 = [ leftTop[0], leftTop[1] + _cornerRadius[0] ], rightTopPoint1 = [ rightTop[0] - _cornerRadius[1], rightTop[1] ], rightTopPoint2 = [ rightTop[0], rightTop[1] + _cornerRadius[1] ], rightBottomPoint1 = [ rightBottom[0] - _cornerRadius[2], rightBottom[1] ], rightBottomPoint2 = [ rightBottom[0], rightBottom[1] - _cornerRadius[2] ], leftBottomPoint1 = [ leftBottom[0] + _cornerRadius[3], leftBottom[1] ], leftBottomPoint2 = [ leftBottom[0], leftBottom[1] - _cornerRadius[3] ];
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  if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
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  !arrayEqual(rightTopPoint1, rightTopPoint2)) {
@@ -1 +1 @@
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- 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type { vec2, vec4 } from '@visactor/vutils';\nimport { isNumber, arrayEqual, pi } from '@visactor/vutils';\nimport type { IContext2d, ICustomPath2D } from '../../interface';\n\nconst halfPi = pi / 2;\n\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[]\n) {\n if (width < 0) {\n x += width;\n width = -width;\n }\n if (height < 0) {\n y += height;\n height = -height;\n }\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cornerRadius = [cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0]];\n break;\n case 2:\n case 3:\n cornerRadius = [cornerRadiusArr[0], cornerRadiusArr[1], cornerRadiusArr[0], cornerRadiusArr[1]];\n break;\n default:\n cornerRadius = cornerRadiusArr.slice(0, 5) as [number, number, number, number];\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (\n width < 0 ||\n Math.abs(cornerRadius[0]) + Math.abs(cornerRadius[1]) + Math.abs(cornerRadius[2]) + Math.abs(cornerRadius[3]) <\n 1e-12\n ) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n -halfPi,\n 0,\n // Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n // Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n 0,\n halfPi,\n // Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n // Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n halfPi,\n pi,\n // Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n // Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n pi,\n pi + halfPi,\n // Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n // Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX) + Math.PI * 2,\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
1
+ 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type { vec2, vec4 } from '@visactor/vutils';\nimport { isNumber, arrayEqual, pi, abs } from '@visactor/vutils';\nimport type { IContext2d, ICustomPath2D } from '../../interface';\n\nconst halfPi = pi / 2;\n\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[]\n) {\n if (width < 0) {\n x += width;\n width = -width;\n }\n if (height < 0) {\n y += height;\n height = -height;\n }\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n rectCornerRadius = abs(rectCornerRadius);\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n let cr0;\n let cr1;\n let cr2;\n let cr3;\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cr0 = abs(cornerRadiusArr[0]);\n cornerRadius = [cr0, cr0, cr0, cr0];\n break;\n case 2:\n case 3:\n cr0 = abs(cornerRadiusArr[0]);\n cr1 = abs(cornerRadiusArr[1]);\n cornerRadius = [cr0, cr1, cr0, cr1];\n break;\n default:\n cornerRadius = cornerRadiusArr as [number, number, number, number];\n cornerRadius[0] = abs(cornerRadius[0]);\n cornerRadius[1] = abs(cornerRadius[1]);\n cornerRadius[2] = abs(cornerRadius[2]);\n cornerRadius[3] = abs(cornerRadius[3]);\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (width < 0 || cornerRadius[0] + cornerRadius[1] + cornerRadius[2] + cornerRadius[3] < 1e-12) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n -halfPi,\n 0,\n // Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n // Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n 0,\n halfPi,\n // Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n // Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n halfPi,\n pi,\n // Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n // Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n pi,\n pi + halfPi,\n // Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n // Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX) + Math.PI * 2,\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
@@ -19,7 +19,9 @@ export class Rect3d extends Rect {
19
19
  polygons: [],
20
20
  vertices: [],
21
21
  edges: []
22
- }, rectTheme = getTheme(this).rect3d, {width: width = rectTheme.width, height: height = rectTheme.width, length: length = min(rectTheme.width, rectTheme.height)} = this.attribute;
22
+ }, rectTheme = getTheme(this).rect3d, {x1: x1, y1: y1, x: x, y: y, length: length = min(rectTheme.width, rectTheme.height)} = this.attribute;
23
+ let {width: width, height: height} = this.attribute;
24
+ width = null != width ? width : x1 - x, height = null != height ? height : y1 - y;
23
25
  for (let i = 0; i < CUBE_VERTICES.length; i++) {
24
26
  const v = CUBE_VERTICES[i];
25
27
  faces.vertices.push([ v[0] * width, v[1] * height, v[2] * length ]);
@@ -1 +1 @@
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i < CUBE_VERTICES.length; i++) {\n const v = CUBE_VERTICES[i];\n faces.vertices.push([v[0] * width, v[1] * height, v[2] * length]);\n }\n\n // 上\n faces.polygons.push({ polygon: [0, 1, 5, 4], normal: [0, -1, 0] });\n // 下\n faces.polygons.push({ polygon: [2, 3, 7, 6], normal: [0, 1, 0] });\n // 左\n faces.polygons.push({ polygon: [4, 7, 3, 0], normal: [-1, 0, 0] });\n // 右\n faces.polygons.push({ polygon: [1, 2, 6, 5], normal: [1, 0, 0] });\n // 前\n faces.polygons.push({ polygon: [0, 1, 2, 3], normal: [0, 0, -1] });\n // 后\n faces.polygons.push({ polygon: [4, 5, 6, 7], normal: [0, 0, 1] });\n\n faces.edges = [\n [0, 1],\n [1, 2],\n [2, 3],\n [3, 0],\n [4, 5],\n [5, 6],\n [6, 7],\n [7, 4],\n [0, 4],\n [3, 7],\n [1, 5],\n [2, 6]\n ];\n\n return faces;\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Rect3d.NOWORK_ANIMATE_ATTR;\n }\n}\n\nexport function createRect3d(attributes: IRect3dGraphicAttribute): IRect3d {\n return new Rect3d(attributes);\n}\n"]}
1
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x1 - x;\n height = height ?? y1 - y;\n for (let i = 0; i < CUBE_VERTICES.length; i++) {\n const v = CUBE_VERTICES[i];\n faces.vertices.push([v[0] * width, v[1] * height, v[2] * length]);\n }\n\n // 上\n faces.polygons.push({ polygon: [0, 1, 5, 4], normal: [0, -1, 0] });\n // 下\n faces.polygons.push({ polygon: [2, 3, 7, 6], normal: [0, 1, 0] });\n // 左\n faces.polygons.push({ polygon: [4, 7, 3, 0], normal: [-1, 0, 0] });\n // 右\n faces.polygons.push({ polygon: [1, 2, 6, 5], normal: [1, 0, 0] });\n // 前\n faces.polygons.push({ polygon: [0, 1, 2, 3], normal: [0, 0, -1] });\n // 后\n faces.polygons.push({ polygon: [4, 5, 6, 7], normal: [0, 0, 1] });\n\n faces.edges = [\n [0, 1],\n [1, 2],\n [2, 3],\n [3, 0],\n [4, 5],\n [5, 6],\n [6, 7],\n [7, 4],\n [0, 4],\n [3, 7],\n [1, 5],\n [2, 6]\n ];\n\n return faces;\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Rect3d.NOWORK_ANIMATE_ATTR;\n }\n}\n\nexport function createRect3d(attributes: IRect3dGraphicAttribute): IRect3d {\n return new Rect3d(attributes);\n}\n"]}
@@ -30,11 +30,7 @@ let ShadowRootPickItemInterceptorContribution = class {
30
30
  if (!parentMatrix) return null;
31
31
  const context = pickerService.pickContext;
32
32
  context.highPerformanceSave();
33
- const g = graphic.shadowRoot, currentGroupMatrix = matrixAllocate.allocateByObj(parentMatrix), newPoint = new Point(point.x, point.y);
34
- parentMatrix.transformPoint(newPoint, newPoint);
35
- const transMatrix = graphic.transMatrix;
36
- currentGroupMatrix.multiply(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f);
37
- const result = pickerService.pickGroup(g, newPoint.clone(), currentGroupMatrix, pickParams);
33
+ const g = graphic.shadowRoot, currentGroupMatrix = matrixAllocate.allocateByObj(parentMatrix), newPoint = new Point(currentGroupMatrix.a * point.x + currentGroupMatrix.c * point.y + currentGroupMatrix.e, currentGroupMatrix.b * point.x + currentGroupMatrix.d * point.y + currentGroupMatrix.f), result = pickerService.pickGroup(g, newPoint, currentGroupMatrix, pickParams);
38
34
  return context.highPerformanceRestore(), result;
39
35
  }
40
36
  };
@@ -1 +1 @@
1
- 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type { IMatrix, IPointLike } from '@visactor/vutils';\nimport { Point, pi2 } from '@visactor/vutils';\nimport { injectable } from '../common/inversify-lite';\nimport { ARC3D_NUMBER_TYPE } from '../graphic/constants';\nimport type {\n IArc,\n IContext2d,\n IGraphic,\n IGroup,\n IPickItemInterceptorContribution,\n IPickParams,\n IPickerService,\n PickResult\n} from '../interface';\nimport { matrixAllocate } from '../allocator/matrix-allocate';\n\n// 拦截器\nexport const PickItemInterceptor = Symbol.for('PickItemInterceptor');\n\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n@injectable()\nexport class ShadowRootPickItemInterceptorContribution implements IPickItemInterceptorContribution {\n order: number = 1;\n afterPickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): null | PickResult {\n if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n return this._pickItem(graphic, pickerService, point, pickParams, params);\n }\n return null;\n }\n\n beforePickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): null | PickResult {\n if (graphic.attribute.shadowRootIdx < 0) {\n return this._pickItem(graphic, pickerService, point, pickParams, params);\n }\n return null;\n }\n\n protected _pickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): PickResult | null {\n if (!graphic.shadowRoot) {\n return null;\n }\n const { parentMatrix } = params || {};\n if (!parentMatrix) {\n return null;\n }\n\n const context = pickerService.pickContext;\n context.highPerformanceSave();\n\n const g = graphic.shadowRoot;\n const currentGroupMatrix = matrixAllocate.allocateByObj(parentMatrix);\n const newPoint = new Point(point.x, point.y);\n parentMatrix.transformPoint(newPoint, newPoint);\n const transMatrix = graphic.transMatrix;\n currentGroupMatrix.multiply(\n transMatrix.a,\n transMatrix.b,\n transMatrix.c,\n transMatrix.d,\n transMatrix.e,\n transMatrix.f\n );\n\n const result = pickerService.pickGroup(g, newPoint.clone(), currentGroupMatrix, pickParams);\n\n context.highPerformanceRestore();\n\n return result;\n }\n}\n\n@injectable()\nexport class InteractivePickItemInterceptorContribution implements IPickItemInterceptorContribution {\n order: number = 1;\n\n beforePickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): null | PickResult {\n const originGraphic = graphic.baseGraphic;\n if (originGraphic && originGraphic.parent) {\n const newPoint = new Point(point.x, point.y);\n const context = pickerService.pickContext;\n context.highPerformanceSave();\n const parentMatrix = originGraphic.parent.globalTransMatrix;\n parentMatrix.transformPoint(newPoint, newPoint);\n\n const result = originGraphic.isContainer\n ? pickerService.pickGroup(originGraphic, newPoint.clone(), parentMatrix, pickParams)\n : pickerService.pickItem(originGraphic, newPoint.clone(), parentMatrix, pickParams);\n context.highPerformanceRestore();\n return result;\n }\n return null;\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n@injectable()\nexport class Canvas3DPickItemInterceptor implements IPickItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforePickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ) {\n if (!graphic.in3dMode || pickParams.in3dInterceptor) {\n return null;\n }\n\n const context = pickerService.pickContext;\n const stage = graphic.stage;\n if (!(context && stage)) {\n return null;\n }\n pickParams.in3dInterceptor = true;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n\n let result: PickResult;\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = (a.attribute.startAngle ?? 0 + a.attribute.endAngle ?? 0) / 2;\n let angle2 = (b.attribute.startAngle ?? 0 + b.attribute.endAngle ?? 0) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n pickParams.hack_pieFace = 'outside';\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n if (!result.graphic) {\n // 绘制内部\n pickParams.hack_pieFace = 'inside';\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n }\n if (!result.graphic) {\n // 绘制顶部\n pickParams.hack_pieFace = 'top';\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n }\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n }\n\n context.camera = null;\n\n pickParams.in3dInterceptor = false;\n context.restore();\n return result;\n }\n context.restore();\n return null;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
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type { IMatrix, IPointLike } from '@visactor/vutils';\nimport { Point, pi2 } from '@visactor/vutils';\nimport { injectable } from '../common/inversify-lite';\nimport { ARC3D_NUMBER_TYPE } from '../graphic/constants';\nimport type {\n IArc,\n IContext2d,\n IGraphic,\n IGroup,\n IPickItemInterceptorContribution,\n IPickParams,\n IPickerService,\n PickResult\n} from '../interface';\nimport { matrixAllocate } from '../allocator/matrix-allocate';\n\n// 拦截器\nexport const PickItemInterceptor = Symbol.for('PickItemInterceptor');\n\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n@injectable()\nexport class ShadowRootPickItemInterceptorContribution implements IPickItemInterceptorContribution {\n order: number = 1;\n afterPickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): null | PickResult {\n if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n return this._pickItem(graphic, pickerService, point, pickParams, params);\n }\n return null;\n }\n\n beforePickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): null | PickResult {\n if (graphic.attribute.shadowRootIdx < 0) {\n return this._pickItem(graphic, pickerService, point, pickParams, params);\n }\n return null;\n }\n\n protected _pickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): PickResult | null {\n if (!graphic.shadowRoot) {\n return null;\n }\n const { parentMatrix } = params || {};\n if (!parentMatrix) {\n return null;\n }\n\n const context = pickerService.pickContext;\n context.highPerformanceSave();\n\n const g = graphic.shadowRoot;\n const currentGroupMatrix = matrixAllocate.allocateByObj(parentMatrix);\n const newPoint = new Point(\n currentGroupMatrix.a * point.x + currentGroupMatrix.c * point.y + currentGroupMatrix.e,\n currentGroupMatrix.b * point.x + currentGroupMatrix.d * point.y + currentGroupMatrix.f\n );\n // const transMatrix = graphic.transMatrix;\n // currentGroupMatrix.multiply(\n // transMatrix.a,\n // transMatrix.b,\n // transMatrix.c,\n // transMatrix.d,\n // transMatrix.e,\n // transMatrix.f\n // );\n\n // currentGroupMatrix.transformPoint(newPoint, newPoint);\n const result = pickerService.pickGroup(g, newPoint, currentGroupMatrix, pickParams);\n\n context.highPerformanceRestore();\n\n return result;\n }\n}\n\n@injectable()\nexport class InteractivePickItemInterceptorContribution implements IPickItemInterceptorContribution {\n order: number = 1;\n\n beforePickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ): null | PickResult {\n const originGraphic = graphic.baseGraphic;\n if (originGraphic && originGraphic.parent) {\n const newPoint = new Point(point.x, point.y);\n const context = pickerService.pickContext;\n context.highPerformanceSave();\n const parentMatrix = originGraphic.parent.globalTransMatrix;\n parentMatrix.transformPoint(newPoint, newPoint);\n\n const result = originGraphic.isContainer\n ? pickerService.pickGroup(originGraphic, newPoint.clone(), parentMatrix, pickParams)\n : pickerService.pickItem(originGraphic, newPoint.clone(), parentMatrix, pickParams);\n context.highPerformanceRestore();\n return result;\n }\n return null;\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n@injectable()\nexport class Canvas3DPickItemInterceptor implements IPickItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforePickItem(\n graphic: IGraphic,\n pickerService: IPickerService,\n point: IPointLike,\n pickParams: IPickParams,\n params?: {\n parentMatrix: IMatrix;\n }\n ) {\n if (!graphic.in3dMode || pickParams.in3dInterceptor) {\n return null;\n }\n\n const context = pickerService.pickContext;\n const stage = graphic.stage;\n if (!(context && stage)) {\n return null;\n }\n pickParams.in3dInterceptor = true;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n\n let result: PickResult;\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = (a.attribute.startAngle ?? 0 + a.attribute.endAngle ?? 0) / 2;\n let angle2 = (b.attribute.startAngle ?? 0 + b.attribute.endAngle ?? 0) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n pickParams.hack_pieFace = 'outside';\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n if (!result.graphic) {\n // 绘制内部\n pickParams.hack_pieFace = 'inside';\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n }\n if (!result.graphic) {\n // 绘制顶部\n pickParams.hack_pieFace = 'top';\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n }\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n result = pickerService.pickGroup(graphic as IGroup, point, params.parentMatrix, pickParams);\n }\n\n context.camera = null;\n\n pickParams.in3dInterceptor = false;\n context.restore();\n return result;\n }\n context.restore();\n return null;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
@@ -22,7 +22,10 @@ let DefaultCanvasRect3dRender = class extends BaseRender {
22
22
  }
23
23
  drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
24
24
  var _a;
25
- const rectAttribute = getTheme(rect, null == params ? void 0 : params.theme).rect3d, {fill: fill = rectAttribute.fill, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
25
+ const rectAttribute = getTheme(rect, null == params ? void 0 : params.theme).rect3d, {fill: fill = rectAttribute.fill, stroke: stroke = rectAttribute.stroke, x1: x1, y1: y1, x: originX, y: originY, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute;
26
+ let {width: width, height: height} = rect.attribute;
27
+ width = (null != width ? width : x1 - originX) || 0, height = (null != height ? height : y1 - originY) || 0;
28
+ const z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
26
29
  if (!rect.valid || !visible) return;
27
30
  if (!doFill && !doStroke) return;
28
31
  if (!(fVisible || sVisible || fillCb || strokeCb)) return;
@@ -1 +1 @@
1
- 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{ injectable } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IFace3d,\n IMarkAttribute,\n IPolygonItem,\n IRect3d,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { RECT3D_NUMBER_TYPE } from '../../../graphic/constants';\nimport { ColorStore, ColorType } from '../../../color-string';\n@injectable()\nexport class DefaultCanvasRect3dRender extends BaseRender<IRect3d> implements IGraphicRender {\n type = 'rect3d';\n numberType: number = RECT3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n rect: IRect3d,\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 // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect3d;\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\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;\n }\n\n const { light, camera } = drawContext.stage || {};\n const face3d = rect.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, fc, context, light, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(edge => {\n const p1 = vertices[edge[0]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const p2 = vertices[edge[1]];\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = ColorStore.Get(fillColor as string, ColorType.Color255);\n // 上下左右前后\n // 0,1,2,3,4,5\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, null, null);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray as any) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(rect: IRect3d, renderService: IRenderService, drawContext: IDrawContext) {\n const rectAttribute = getTheme(rect).rect;\n this._draw(rect, rectAttribute, false, drawContext);\n }\n}\n"]}
1
+ 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{ injectable } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IFace3d,\n IMarkAttribute,\n IPolygonItem,\n IRect3d,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { RECT3D_NUMBER_TYPE } from '../../../graphic/constants';\nimport { ColorStore, ColorType } from '../../../color-string';\n@injectable()\nexport class DefaultCanvasRect3dRender extends BaseRender<IRect3d> implements IGraphicRender {\n type = 'rect3d';\n numberType: number = RECT3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n rect: IRect3d,\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 // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect3d;\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n x1,\n y1,\n x: originX,\n y: originY,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\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;\n }\n\n const { light, camera } = drawContext.stage || {};\n const face3d = rect.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, fc, context, light, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(edge => {\n const p1 = vertices[edge[0]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const p2 = vertices[edge[1]];\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = ColorStore.Get(fillColor as string, ColorType.Color255);\n // 上下左右前后\n // 0,1,2,3,4,5\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, null, null);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray as any) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(rect: IRect3d, renderService: IRenderService, drawContext: IDrawContext) {\n const rectAttribute = getTheme(rect).rect;\n this._draw(rect, rectAttribute, false, drawContext);\n }\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-core",
3
- "version": "0.17.2-alpha.4",
3
+ "version": "0.17.3-alpha.0",
4
4
  "description": "",
5
5
  "sideEffects": [
6
6
  "./src/modules.ts"