@visactor/vrender-core 0.17.8 → 0.17.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/canvas/conical-gradient.d.ts +10 -5
- package/cjs/canvas/conical-gradient.js +21 -14
- package/cjs/canvas/conical-gradient.js.map +1 -1
- package/cjs/common/render-area.js +3 -15
- package/cjs/common/render-area.js.map +1 -1
- package/cjs/common/render-curve.js +6 -17
- package/cjs/common/render-curve.js.map +1 -1
- package/cjs/common/render-utils.d.ts +10 -0
- package/cjs/common/render-utils.js +22 -0
- package/cjs/common/render-utils.js.map +1 -0
- package/cjs/common/seg-context.js +1 -2
- package/cjs/common/segment/basis.js +2 -3
- package/cjs/common/segment/basis.js.map +1 -1
- package/cjs/common/segment/common.d.ts +4 -1
- package/cjs/common/segment/common.js +13 -3
- package/cjs/common/segment/common.js.map +1 -1
- package/cjs/common/segment/linear-closed.d.ts +2 -16
- package/cjs/common/segment/linear-closed.js +3 -34
- package/cjs/common/segment/linear-closed.js.map +1 -1
- package/cjs/common/segment/linear.d.ts +1 -1
- package/cjs/common/segment/linear.js +2 -3
- package/cjs/common/segment/linear.js.map +1 -1
- package/cjs/common/segment/monotone.d.ts +2 -2
- package/cjs/common/segment/monotone.js +10 -12
- package/cjs/common/segment/monotone.js.map +1 -1
- package/cjs/common/sort.js +2 -1
- package/cjs/core/constants.js +1 -1
- package/cjs/core/stage.js +2 -1
- package/cjs/core/stage.js.map +1 -1
- package/cjs/graphic/config.js +2 -0
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/interface/graphic.d.ts +2 -0
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/render/contributions/render/area-render.js +16 -11
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/arc-contribution-render.d.ts +1 -1
- package/cjs/render/contributions/render/contributions/arc-contribution-render.js +2 -2
- package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/area-contribution-render.d.ts +1 -9
- package/cjs/render/contributions/render/contributions/area-contribution-render.js +3 -55
- package/cjs/render/contributions/render/contributions/area-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/area-texture-contribution-render.d.ts +9 -0
- package/cjs/render/contributions/render/contributions/area-texture-contribution-render.js +26 -0
- package/cjs/render/contributions/render/contributions/area-texture-contribution-render.js.map +1 -0
- package/cjs/render/contributions/render/contributions/base-contribution-render.d.ts +1 -19
- package/cjs/render/contributions/render/contributions/base-contribution-render.js +2 -120
- package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/base-texture-contribution-render.d.ts +21 -0
- package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +128 -0
- package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -0
- package/cjs/render/contributions/render/contributions/circle-contribution-render.d.ts +1 -1
- package/cjs/render/contributions/render/contributions/circle-contribution-render.js +2 -2
- package/cjs/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/index.d.ts +2 -0
- package/cjs/render/contributions/render/contributions/index.js +2 -1
- package/cjs/render/contributions/render/contributions/index.js.map +1 -1
- package/cjs/render/contributions/render/contributions/path-contribution-render.d.ts +1 -1
- package/cjs/render/contributions/render/contributions/path-contribution-render.js +2 -2
- package/cjs/render/contributions/render/contributions/path-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/polygon-contribution-render.d.ts +1 -1
- package/cjs/render/contributions/render/contributions/polygon-contribution-render.js +2 -2
- package/cjs/render/contributions/render/contributions/polygon-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/rect-contribution-render.d.ts +1 -1
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js +2 -2
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/symbol-contribution-render.d.ts +1 -1
- package/cjs/render/contributions/render/contributions/symbol-contribution-render.js +2 -2
- package/cjs/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/line-render.js +2 -2
- package/cjs/render/contributions/render/line-render.js.map +1 -1
- package/dist/index.js +112 -187
- package/dist/index.min.js +1 -1
- package/es/canvas/conical-gradient.d.ts +10 -5
- package/es/canvas/conical-gradient.js +21 -16
- package/es/canvas/conical-gradient.js.map +1 -1
- package/es/common/render-area.js +2 -12
- package/es/common/render-area.js.map +1 -1
- package/es/common/render-curve.js +1 -13
- package/es/common/render-curve.js.map +1 -1
- package/es/common/render-utils.d.ts +10 -0
- package/es/common/render-utils.js +14 -0
- package/es/common/render-utils.js.map +1 -0
- package/es/common/seg-context.js +1 -2
- package/es/common/segment/basis.js +2 -8
- package/es/common/segment/basis.js.map +1 -1
- package/es/common/segment/common.d.ts +4 -1
- package/es/common/segment/common.js +11 -0
- package/es/common/segment/common.js.map +1 -1
- package/es/common/segment/linear-closed.d.ts +2 -16
- package/es/common/segment/linear-closed.js +4 -38
- package/es/common/segment/linear-closed.js.map +1 -1
- package/es/common/segment/linear.d.ts +1 -1
- package/es/common/segment/linear.js +2 -8
- package/es/common/segment/linear.js.map +1 -1
- package/es/common/segment/monotone.d.ts +2 -2
- package/es/common/segment/monotone.js +7 -13
- package/es/common/segment/monotone.js.map +1 -1
- package/es/common/sort.js +2 -1
- package/es/core/constants.js +1 -1
- package/es/core/stage.js +2 -1
- package/es/core/stage.js.map +1 -1
- package/es/graphic/config.js +2 -0
- package/es/graphic/config.js.map +1 -1
- package/es/interface/graphic.d.ts +2 -0
- package/es/interface/graphic.js.map +1 -1
- package/es/render/contributions/render/area-render.js +16 -11
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/contributions/arc-contribution-render.d.ts +1 -1
- package/es/render/contributions/render/contributions/arc-contribution-render.js +3 -1
- package/es/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/area-contribution-render.d.ts +1 -9
- package/es/render/contributions/render/contributions/area-contribution-render.js +2 -51
- package/es/render/contributions/render/contributions/area-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/area-texture-contribution-render.d.ts +9 -0
- package/es/render/contributions/render/contributions/area-texture-contribution-render.js +18 -0
- package/es/render/contributions/render/contributions/area-texture-contribution-render.js.map +1 -0
- package/es/render/contributions/render/contributions/base-contribution-render.d.ts +1 -19
- package/es/render/contributions/render/contributions/base-contribution-render.js +0 -120
- package/es/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/base-texture-contribution-render.d.ts +21 -0
- package/es/render/contributions/render/contributions/base-texture-contribution-render.js +124 -0
- package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -0
- package/es/render/contributions/render/contributions/circle-contribution-render.d.ts +1 -1
- package/es/render/contributions/render/contributions/circle-contribution-render.js +3 -1
- package/es/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/index.d.ts +2 -0
- package/es/render/contributions/render/contributions/index.js +4 -0
- package/es/render/contributions/render/contributions/index.js.map +1 -1
- package/es/render/contributions/render/contributions/path-contribution-render.d.ts +1 -1
- package/es/render/contributions/render/contributions/path-contribution-render.js +3 -1
- package/es/render/contributions/render/contributions/path-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/polygon-contribution-render.d.ts +1 -1
- package/es/render/contributions/render/contributions/polygon-contribution-render.js +3 -1
- package/es/render/contributions/render/contributions/polygon-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.d.ts +1 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.js +3 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/es/render/contributions/render/contributions/symbol-contribution-render.d.ts +1 -1
- package/es/render/contributions/render/contributions/symbol-contribution-render.js +3 -1
- package/es/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
- package/es/render/contributions/render/line-render.js +2 -2
- package/es/render/contributions/render/line-render.js.map +1 -1
- package/package.json +1 -1
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import type { IPointLike } from '@visactor/vutils';
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import type { IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';
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import { Linear } from './linear';
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export declare class LinearClosed extends Linear implements ILinearSegment {
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context: ISegPath2D;
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private _lastDefined?;
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protected startPoint?: IPointLike;
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constructor(context: ISegPath2D, startPoint?: IPointLike);
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_line: number;
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_point: number;
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areaStart(): void;
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areaEnd(): void;
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lineStart(): void;
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lineEnd(): void;
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point(p: IPointLike): void;
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tryUpdateLength(): number;
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}
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export declare function genLinearClosedSegments(points: IPointLike[], params?: IGenSegmentParams): ISegPath2D | null;
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export declare function genLinearClosedTypeSegments(path: ILinearSegment, points: IPointLike[]): void;
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import {
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import { genCurveSegments, genSegContext } from "./common";
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import {
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import { Linear } from "./linear";
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import { Direction } from "../enums";
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export class LinearClosed {
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constructor(context, startPoint) {
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this.context = context, startPoint && (this.startPoint = startPoint);
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areaStart() {
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areaEnd() {
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}
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export class LinearClosed extends Linear {
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point(p) {
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switch (this._point) {
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this._point = 1, this._line ? this.context.lineTo(x, y, !1 !== this._lastDefined && !1 !== p.defined, p) : this.context.moveTo(x, y, p);
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this.context.lineTo(x, y, !1 !== this._lastDefined && !1 !== p.defined, p);
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export function genLinearClosedSegments(points, params = {}) {
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const {direction: direction, startPoint: startPoint} = params;
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const segContext =
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const segContext = genSegContext("linear", direction, points);
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return genLinearClosedTypeSegments(new LinearClosed(segContext, startPoint), points),
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segContext;
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}
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{"version":3,"sources":["../src/common/segment/linear-closed.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,
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{"version":3,"sources":["../src/common/segment/linear-closed.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,gBAAgB,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAE3D,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAqBlC,MAAM,OAAO,YAAa,SAAQ,MAAM;IAKtC,OAAO;QACL,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;IAC3B,CAAC;CACF;AAED,MAAM,UAAU,uBAAuB,CAAC,MAAoB,EAAE,SAA4B,EAAE;IAC1F,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,GAAG,MAAM,CAAC;IACzC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;QAC5C,OAAO,IAAI,CAAC;KACb;IAED,MAAM,UAAU,GAAG,aAAa,CAAC,QAAQ,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;IAE9D,MAAM,MAAM,GAAG,IAAI,YAAY,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;IAExD,2BAA2B,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAE5C,OAAO,UAAU,CAAC;AACpB,CAAC;AAED,MAAM,UAAU,2BAA2B,CAAC,IAAoB,EAAE,MAAoB;IACpF,OAAO,gBAAgB,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;AAC3C,CAAC","file":"linear-closed.js","sourcesContent":["import type { IPointLike } from '@visactor/vutils';\nimport { genCurveSegments, genSegContext } from './common';\nimport type { IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';\nimport { Linear } from './linear';\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重构,定义绘制线段的方法\n// https://github.com/d3/d3-shape/blob/main/src/curve/linear.js\nexport class LinearClosed extends Linear implements ILinearSegment {\n declare context: ISegPath2D;\n\n protected startPoint?: IPointLike;\n\n lineEnd() {\n this.context.closePath();\n }\n}\n\nexport function genLinearClosedSegments(points: IPointLike[], params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n\n const segContext = genSegContext('linear', direction, points);\n\n const linear = new LinearClosed(segContext, startPoint);\n\n genLinearClosedTypeSegments(linear, points);\n\n return segContext;\n}\n\nexport function genLinearClosedTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 1);\n}\n"]}
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export function genLinearSegments(points, params = {}) {
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return genLinearTypeSegments(new Linear(segContext, startPoint), points), segContext;
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{"version":3,"sources":["../src/common/segment/linear.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,
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{"version":3,"sources":["../src/common/segment/linear.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,gBAAgB,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAsB3D,MAAM,OAAO,MAAM;IAMjB,YAAY,OAAmB,EAAE,UAAuB;QACtD,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,UAAU,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC,CAAC;IAC/C,CAAC;IAUD,SAAS;QACP,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;IACjB,CAAC;IACD,OAAO;QACL,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC;IACnB,CAAC;IACD,SAAS;QACP,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IACD,OAAO;QACL,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,CAAC,EAAE;YACzD,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;SAC1B;QACD,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;IAC9B,CAAC;IACD,KAAK,CAAC,CAAa;QACjB,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACd,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACd,QAAQ,IAAI,CAAC,MAAM,EAAE;YACnB,KAAK,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;gBAChB,IAAI,CAAC,KAAK;oBACR,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC;oBAClF,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACjC,MAAM;YACR,KAAK,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;YAClB;gBACE,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC,CAAC;gBACjF,MAAM;SACT;QAED,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,OAAO,CAAC;IAChC,CAAC;IAED,eAAe;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;IACxC,CAAC;CACF;AAED,MAAM,UAAU,iBAAiB,CAAC,MAAoB,EAAE,SAA4B,EAAE;IACpF,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,GAAG,MAAM,CAAC;IACzC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;QAC5C,OAAO,IAAI,CAAC;KACb;IAED,MAAM,UAAU,GAAG,aAAa,CAAC,QAAQ,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;IAE9D,MAAM,MAAM,GAAG,IAAI,MAAM,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;IAElD,qBAAqB,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAEtC,OAAO,UAAU,CAAC;AACpB,CAAC;AAED,MAAM,UAAU,qBAAqB,CAAC,IAAoB,EAAE,MAAoB;IAC9E,OAAO,gBAAgB,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;AAC3C,CAAC","file":"linear.js","sourcesContent":["import type { IPointLike } from '@visactor/vutils';\nimport { genCurveSegments, genSegContext } from './common';\nimport type { IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';\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重构,定义绘制线段的方法\n// https://github.com/d3/d3-shape/blob/main/src/curve/linear.js\nexport class Linear implements ILinearSegment {\n declare context: ISegPath2D;\n protected _lastDefined?: boolean;\n\n protected startPoint?: IPointLike;\n\n constructor(context: ISegPath2D, startPoint?: IPointLike) {\n this.context = context;\n startPoint && (this.startPoint = startPoint);\n }\n _x: number;\n _y: number;\n _x0: number;\n _x1: number;\n _y0: number;\n _y1: number;\n _line: number;\n _point: number;\n\n areaStart() {\n this._line = 0;\n }\n areaEnd() {\n this._line = NaN;\n }\n lineStart() {\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n if (this._line || (this._line !== 0 && this._point === 1)) {\n this.context.closePath();\n }\n this._line = 1 - this._line;\n }\n point(p: IPointLike): void {\n const x = p.x;\n const y = p.y;\n switch (this._point) {\n case 0:\n this._point = 1;\n this._line\n ? this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p)\n : this.context.moveTo(x, y, p);\n break;\n case 1:\n this._point = 2; // falls through\n default:\n this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p);\n break;\n }\n\n this._lastDefined = p.defined;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport function genLinearSegments(points: IPointLike[], params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n\n const segContext = genSegContext('linear', direction, points);\n\n const linear = new Linear(segContext, startPoint);\n\n genLinearTypeSegments(linear, points);\n\n return segContext;\n}\n\nexport function genLinearTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 1);\n}\n"]}
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export declare function genMonotoneXTypeSegments(path: MonotoneX, points: IPointLike[]): void;
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export function genMonotoneXTypeSegments(path, points) {
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const segContext = genSegContext("monotoneX", direction, points);
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return genMonotoneXTypeSegments(new MonotoneX(segContext, startPoint), points),
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export function genMonotoneYTypeSegments(path, points) {
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const segContext = genSegContext("monotoneY", direction, points);
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-
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type { IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport { genLinearSegments } from './linear';\nimport { genCurveSegments } from './common';\nimport { ReflectSegContext, SegContext } from '../seg-context';\nimport { Direction } from '../enums';\nimport type { ICurvedSegment, IGenSegmentParams, ISegPath2D } from '../../interface/curve';\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重构\n// https://github.com/d3/d3-shape/blob/main/src/curve/monotone.js\nfunction sign(x: number): number {\n return x < 0 ? -1 : 1;\n}\n\n// Calculate the slopes of the tangents (Hermite-type interpolation) based on\n// the following paper: Steffen, M. 1990. A Simple Method for Monotonic\n// Interpolation in One Dimension. Astronomy and Astrophysics, Vol. 239, NO.\n// NOV(II), P. 443, 1990.\nfunction slope3(curveClass: MonotoneX | MonotoneY, x2: number, y2: number) {\n const h0 = curveClass._x1 - curveClass._x0;\n const h1 = x2 - curveClass._x1;\n const s0 = (curveClass._y1 - curveClass._y0) / (h0 || Number(h1 < 0 && -0));\n const s1 = (y2 - curveClass._y1) / (h1 || Number(h0 < 0 && -0));\n const p = (s0 * h1 + s1 * h0) / (h0 + h1);\n return (sign(s0) + sign(s1)) * Math.min(Math.abs(s0), Math.abs(s1), 0.5 * Math.abs(p)) || 0;\n}\n\n// Calculate a one-sided slope.\nfunction slope2(curveClass: MonotoneX | MonotoneY, t: number) {\n const h = curveClass._x1 - curveClass._x0;\n return h ? ((3 * (curveClass._y1 - curveClass._y0)) / h - t) / 2 : t;\n}\n\n// According to https://en.wikipedia.org/wiki/Cubic_Hermite_spline#Representations\n// \"you can express cubic Hermite interpolation in terms of cubic Bézier curves\n// with respect to the four values p0, p0 + m0 / 3, p1 - m1 / 3, p1\".\nfunction point(curveClass: MonotoneX | MonotoneY, t0: number, t1: number, defined: boolean, p: IPointLike) {\n const x0 = curveClass._x0;\n const y0 = curveClass._y0;\n const x1 = curveClass._x1;\n const y1 = curveClass._y1;\n const dx = (x1 - x0) / 3;\n curveClass.context.bezierCurveTo(\n x0 + dx,\n y0 + dx * t0,\n x1 - dx,\n y1 - dx * t1,\n x1,\n y1,\n defined,\n curveClass.lastPoint1\n );\n}\n\nexport class MonotoneX implements ICurvedSegment {\n protected _lastDefined1?: boolean;\n protected _lastDefined2?: boolean;\n declare context: ISegPath2D;\n declare _t0: number;\n\n protected startPoint?: IPointLike;\n lastPoint0?: IPointLike;\n lastPoint1?: IPointLike;\n\n constructor(context: ISegPath2D, startPoint?: IPointLike) {\n this.context = context;\n this.startPoint = startPoint;\n }\n _x: number;\n _y: number;\n _x0: number;\n _x1: number;\n _y0: number;\n _y1: number;\n _line: number;\n _point: number;\n\n areaStart() {\n this._line = 0;\n }\n areaEnd() {\n this._line = NaN;\n }\n lineStart() {\n this._x0 = this._x1 = this._y0 = this._y1 = this._t0 = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n switch (this._point) {\n case 2:\n this.context.lineTo(\n this._x1,\n this._y1,\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n this.lastPoint1\n );\n break;\n case 3:\n point(\n this,\n this._t0,\n slope2(this, this._t0),\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n this.lastPoint1\n );\n break;\n }\n if (this._line || (this._line !== 0 && this._point === 1)) {\n this.context.closePath();\n }\n this._line = 1 - this._line;\n }\n point(p: IPointLike): void {\n let t1 = NaN;\n const x = p.x;\n const y = p.y;\n // if (x === this._x1 && y === this._y1) {\n // return;\n // } // Ignore coincident points.\n switch (this._point) {\n case 0:\n this._point = 1;\n this._line\n ? this.context.lineTo(x, y, this._lastDefined1 !== false && this._lastDefined2 !== false, p)\n : this.context.moveTo(x, y, p);\n break;\n case 1:\n this._point = 2;\n break;\n case 2:\n this._point = 3;\n point(\n this,\n slope2(this, (t1 = slope3(this, x, y))),\n t1,\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n p\n );\n break;\n default:\n point(\n this,\n this._t0,\n (t1 = slope3(this, x, y)),\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n p\n );\n break;\n }\n\n (this._x0 = this._x1), (this._x1 = x);\n (this._y0 = this._y1), (this._y1 = y);\n this._t0 = t1;\n this._lastDefined1 = this._lastDefined2;\n this._lastDefined2 = p.defined !== false;\n this.lastPoint0 = this.lastPoint1;\n this.lastPoint1 = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport class MonotoneY extends MonotoneX {\n declare context: ISegPath2D;\n\n protected declare startPoint?: IPointLike;\n\n constructor(context: ISegPath2D, startPoint?: IPointLike) {\n super(context, startPoint);\n }\n\n point(p: IPointLike): void {\n return super.point({ y: p.x, x: p.y, defined: p.defined } as any);\n }\n}\n\nexport function genMonotpneXTypeSegments(path: MonotoneX, points: IPointLike[]): void {\n return genCurveSegments(path, points, 2);\n}\n\nexport function genMonotoneXSegments(points: IPointLike[], params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n if (points.length < 3 - Number(!!startPoint)) {\n return genLinearSegments(points, params);\n }\n const segContext = new SegContext(\n 'monotoneX',\n direction ??\n (abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y)\n ? Direction.ROW\n : Direction.COLUMN)\n );\n const monotoneX = new MonotoneX(segContext, startPoint);\n\n genMonotpneXTypeSegments(monotoneX, points);\n\n return segContext;\n}\n\nexport function genMonotpneYTypeSegments(path: MonotoneX, points: IPointLike[]): void {\n return genCurveSegments(path, points, 2);\n}\n\nexport function genMonotoneYSegments(points: IPointLike[], params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n if (points.length < 3 - Number(!!startPoint)) {\n return genLinearSegments(points, params);\n }\n const segContext = new ReflectSegContext(\n 'monotoneY',\n direction ??\n (abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y)\n ? Direction.ROW\n : Direction.COLUMN)\n );\n const monotoneY = new MonotoneY(segContext, startPoint);\n\n genMonotpneYTypeSegments(monotoneY, points);\n\n return segContext;\n}\n"]}
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type { IPointLike } from '@visactor/vutils';\nimport { genLinearSegments } from './linear';\nimport { genCurveSegments, genSegContext } from './common';\nimport type { ICurvedSegment, IGenSegmentParams, ISegPath2D } from '../../interface/curve';\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重构\n// https://github.com/d3/d3-shape/blob/main/src/curve/monotone.js\nfunction sign(x: number): number {\n return x < 0 ? -1 : 1;\n}\n\n// Calculate the slopes of the tangents (Hermite-type interpolation) based on\n// the following paper: Steffen, M. 1990. A Simple Method for Monotonic\n// Interpolation in One Dimension. Astronomy and Astrophysics, Vol. 239, NO.\n// NOV(II), P. 443, 1990.\nfunction slope3(curveClass: MonotoneX | MonotoneY, x2: number, y2: number) {\n const h0 = curveClass._x1 - curveClass._x0;\n const h1 = x2 - curveClass._x1;\n const s0 = (curveClass._y1 - curveClass._y0) / (h0 || Number(h1 < 0 && -0));\n const s1 = (y2 - curveClass._y1) / (h1 || Number(h0 < 0 && -0));\n const p = (s0 * h1 + s1 * h0) / (h0 + h1);\n return (sign(s0) + sign(s1)) * Math.min(Math.abs(s0), Math.abs(s1), 0.5 * Math.abs(p)) || 0;\n}\n\n// Calculate a one-sided slope.\nfunction slope2(curveClass: MonotoneX | MonotoneY, t: number) {\n const h = curveClass._x1 - curveClass._x0;\n return h ? ((3 * (curveClass._y1 - curveClass._y0)) / h - t) / 2 : t;\n}\n\n// According to https://en.wikipedia.org/wiki/Cubic_Hermite_spline#Representations\n// \"you can express cubic Hermite interpolation in terms of cubic Bézier curves\n// with respect to the four values p0, p0 + m0 / 3, p1 - m1 / 3, p1\".\nfunction point(curveClass: MonotoneX | MonotoneY, t0: number, t1: number, defined: boolean, p: IPointLike) {\n const x0 = curveClass._x0;\n const y0 = curveClass._y0;\n const x1 = curveClass._x1;\n const y1 = curveClass._y1;\n const dx = (x1 - x0) / 3;\n curveClass.context.bezierCurveTo(\n x0 + dx,\n y0 + dx * t0,\n x1 - dx,\n y1 - dx * t1,\n x1,\n y1,\n defined,\n curveClass.lastPoint1\n );\n}\n\nexport class MonotoneX implements ICurvedSegment {\n protected _lastDefined1?: boolean;\n protected _lastDefined2?: boolean;\n declare context: ISegPath2D;\n declare _t0: number;\n\n protected startPoint?: IPointLike;\n lastPoint0?: IPointLike;\n lastPoint1?: IPointLike;\n\n constructor(context: ISegPath2D, startPoint?: IPointLike) {\n this.context = context;\n this.startPoint = startPoint;\n }\n _x: number;\n _y: number;\n _x0: number;\n _x1: number;\n _y0: number;\n _y1: number;\n _line: number;\n _point: number;\n\n areaStart() {\n this._line = 0;\n }\n areaEnd() {\n this._line = NaN;\n }\n lineStart() {\n this._x0 = this._x1 = this._y0 = this._y1 = this._t0 = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n switch (this._point) {\n case 2:\n this.context.lineTo(\n this._x1,\n this._y1,\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n this.lastPoint1\n );\n break;\n case 3:\n point(\n this,\n this._t0,\n slope2(this, this._t0),\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n this.lastPoint1\n );\n break;\n }\n if (this._line || (this._line !== 0 && this._point === 1)) {\n this.context.closePath();\n }\n this._line = 1 - this._line;\n }\n point(p: IPointLike): void {\n let t1 = NaN;\n const x = p.x;\n const y = p.y;\n // if (x === this._x1 && y === this._y1) {\n // return;\n // } // Ignore coincident points.\n switch (this._point) {\n case 0:\n this._point = 1;\n this._line\n ? this.context.lineTo(x, y, this._lastDefined1 !== false && this._lastDefined2 !== false, p)\n : this.context.moveTo(x, y, p);\n break;\n case 1:\n this._point = 2;\n break;\n case 2:\n this._point = 3;\n point(\n this,\n slope2(this, (t1 = slope3(this, x, y))),\n t1,\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n p\n );\n break;\n default:\n point(\n this,\n this._t0,\n (t1 = slope3(this, x, y)),\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n p\n );\n break;\n }\n\n (this._x0 = this._x1), (this._x1 = x);\n (this._y0 = this._y1), (this._y1 = y);\n this._t0 = t1;\n this._lastDefined1 = this._lastDefined2;\n this._lastDefined2 = p.defined !== false;\n this.lastPoint0 = this.lastPoint1;\n this.lastPoint1 = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport class MonotoneY extends MonotoneX {\n declare context: ISegPath2D;\n\n protected declare startPoint?: IPointLike;\n\n constructor(context: ISegPath2D, startPoint?: IPointLike) {\n super(context, startPoint);\n }\n\n point(p: IPointLike): void {\n return super.point({ y: p.x, x: p.y, defined: p.defined } as any);\n }\n}\n\nexport function genMonotoneXTypeSegments(path: MonotoneX, points: IPointLike[]): void {\n return genCurveSegments(path, points, 2);\n}\n\nexport function genMonotoneXSegments(points: IPointLike[], params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n if (points.length < 3 - Number(!!startPoint)) {\n return genLinearSegments(points, params);\n }\n const segContext = genSegContext('monotoneX', direction, points);\n\n const monotoneX = new MonotoneX(segContext, startPoint);\n\n genMonotoneXTypeSegments(monotoneX, points);\n\n return segContext;\n}\n\nexport function genMonotoneYTypeSegments(path: MonotoneX, points: IPointLike[]): void {\n return genCurveSegments(path, points, 2);\n}\n\nexport function genMonotoneYSegments(points: IPointLike[], params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n if (points.length < 3 - Number(!!startPoint)) {\n return genLinearSegments(points, params);\n }\n const segContext = genSegContext('monotoneY', direction, points);\n const monotoneY = new MonotoneY(segContext, startPoint);\n\n genMonotoneYTypeSegments(monotoneY, points);\n\n return segContext;\n}\n"]}
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package/es/common/sort.js
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-
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type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport { AABBBounds, Bounds, Point, isString } from '@visactor/vutils';\nimport type {\n IGraphic,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight,\n ITicker,\n IRenderService,\n IPickerService,\n IPluginService,\n ISyncHook,\n IDrawContext,\n IWindow,\n ILayerService,\n ITimeline,\n IOptimizeType,\n LayerMode,\n PickResult\n} from '../interface';\nimport { VWindow } from './window';\nimport type { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { RenderService } from '../render';\nimport { Group, Theme } from '../graphic';\nimport { PickerService } from '../picker/constants';\nimport { PluginService } from '../plugins/constants';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { ViewTransform3dPlugin } from '../plugins/builtin-plugin/3dview-transform-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { HtmlAttributePlugin } from '../plugins/builtin-plugin/html-attribute-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { FlexLayoutPlugin } from '../plugins/builtin-plugin/flex-layout-plugin';\nimport { defaultTicker } from '../animate/default-ticker';\nimport { SyncHook } from '../tapable';\nimport { DirectionalLight } from './light';\nimport { OrthoCamera } from './camera';\nimport { LayerService } from './constants';\nimport { DefaultTimeline } from '../animate';\nimport { application } from '../application';\nimport { isBrowserEnv } from '../env-check';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\ntype IStageState = 'rendering' | 'normal';\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n declare state: IStageState;\n\n protected _viewBox: AABBBounds;\n private _background: string | IColor;\n private _subView: boolean; // 是否是存在子视图\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this._viewBox.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n get viewBox(): AABBBounds {\n return this._viewBox;\n }\n\n get x(): number {\n return this._viewBox.x1;\n }\n set x(x: number) {\n this._viewBox.translate(x - this._viewBox.x1, 0);\n }\n get y(): number {\n return this._viewBox.y1;\n }\n set y(y: number) {\n this._viewBox.translate(0, y - this._viewBox.y1);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this._viewBox.width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this._viewBox.height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n ticker: ITicker;\n\n autoRender: boolean;\n _enableLayout: boolean;\n htmlAttribute: boolean | string | any;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n pickerService?: IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n private _eventSystem?: EventSystem;\n private get eventSystem(): EventSystem {\n return this._eventSystem;\n }\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n // 0: 正常渲染, > 0: 跳过隐藏canvas的渲染, < 0: 禁止渲染\n protected _skipRender?: number;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n protected interactiveLayer?: ILayer;\n protected supportInteractiveLayer: boolean;\n protected timeline: ITimeline;\n\n declare params: Partial<IStageParams>;\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams> = {}) {\n super({});\n this.params = params;\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = application.global;\n if (!this.global.env && isBrowserEnv()) {\n // 如果是浏览器环境,默认设置env\n this.global.setEnv('browser');\n }\n this.window = container.get<IWindow>(VWindow);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.layerService = container.get<ILayerService>(LayerService);\n this.pluginService.active(this, params);\n\n this.window.create({\n width: params.width,\n height: params.height,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this._viewBox = new AABBBounds();\n if (params.viewBox) {\n this._viewBox.setValue(params.viewBox.x1, params.viewBox.y1, params.viewBox.x2, params.viewBox.y2);\n } else {\n this._viewBox.setValue(0, 0, this.width, this.height);\n }\n\n this.state = 'normal';\n this.renderCount = 0;\n this.tryInitEventSystem();\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n this._subView = !(this._viewBox.width() === this.width && this._viewBox.height() === this.height);\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n // this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n this.appendChild(this.layerService.createLayer(this, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n\n if (params.enableHtmlAttribute) {\n this.enableHtmlAttribute(params.enableHtmlAttribute);\n }\n\n params.enableLayout && this.enableLayout();\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.ticker = params.ticker || defaultTicker;\n this.supportInteractiveLayer = params.interactiveLayer !== false;\n this.timeline = new DefaultTimeline();\n this.ticker.addTimeline(this.timeline);\n this.timeline.pause();\n if (!params.optimize) {\n params.optimize = {};\n }\n this.optmize(params.optimize);\n // 如果背景是图片,触发加载图片操作\n if (params.background && isString(this._background) && this._background.includes('/')) {\n this.setAttributes({ background: this._background });\n }\n }\n\n protected tryInitEventSystem() {\n if (this.global.supportEvent && !this._eventSystem) {\n this._eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n viewport: {\n viewBox: this._viewBox,\n get x(): number {\n return this.viewBox.x1;\n },\n get y(): number {\n return this.viewBox.y1;\n },\n get width(): number {\n return this.viewBox.width();\n },\n get height(): number {\n return this.viewBox.height();\n }\n },\n ...this.params.event\n });\n }\n }\n\n preventRender(prevent: boolean) {\n if (prevent) {\n this._skipRender = -Infinity;\n } else {\n // 判断是否需要outRange优化\n if (this.params.optimize.skipRenderWithOutRange !== false) {\n this._skipRender = this.window.isVisible() ? 0 : 1;\n } else {\n this._skipRender = 0;\n }\n }\n }\n\n // 优化策略\n optmize(params: IOptimizeType) {\n this.optmizeRender(params.skipRenderWithOutRange);\n this.params.optimize = params;\n }\n\n // 优化渲染\n protected optmizeRender(skipRenderWithOutRange: boolean = false) {\n if (!skipRenderWithOutRange) {\n return;\n }\n // 不在视口内的时候,跳过渲染\n this._skipRender = this._skipRender < 0 ? this._skipRender : this.window.isVisible() ? 0 : 1;\n this.window.onVisibleChange(this._onVisibleChange);\n }\n\n protected _onVisibleChange = (visible: boolean) => {\n if (this._skipRender < 0) {\n return;\n }\n if (visible) {\n if (this.dirtyBounds) {\n this.dirtyBounds.setValue(0, 0, this._viewBox.width(), this._viewBox.height());\n }\n if (this._skipRender > 1) {\n this.renderNextFrame();\n }\n this._skipRender = 0;\n } else {\n this._skipRender = 1;\n }\n };\n\n getTimeline() {\n return this.timeline;\n }\n\n get3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2, z: 0, dx: 0, dy: 0, dz: 0 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n\n return {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const options3d = this.get3dOptions(options);\n const { light, center, camera, alpha, beta, fieldRatio, fieldDepth } = options3d;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerX = (center.x ?? this.width / 2) + (center.dx ?? 0);\n const centerY = (center.y ?? this.height / 2) + (center.dy ?? 0);\n const centerZ = (center.z ?? 0) + (center.dz ?? 0);\n const centerVec3: vec3 = [centerX, centerY, centerZ];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + centerX;\n cameraY = Math.sin(beta) + centerY;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n this.light = new DirectionalLight(dir, color, ambient);\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n this.camera = new OrthoCamera(cameraParams);\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n } else {\n plugin.activate(this.pluginService);\n }\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableLayout() {\n if (this._enableLayout) {\n return;\n }\n this._enableLayout = true;\n this.pluginService.register(new FlexLayoutPlugin());\n }\n disableLayout() {\n if (!this._enableLayout) {\n return;\n }\n this._enableLayout = false;\n this.pluginService.findPluginsByName('FlexLayoutPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableHtmlAttribute(container?: any) {\n if (this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = container;\n this.pluginService.register(new HtmlAttributePlugin());\n }\n disableHtmlAttribute() {\n if (!this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = false;\n this.pluginService.findPluginsByName('HtmlAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n const viewBox = this._viewBox;\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string, layerMode?: LayerMode): ILayer {\n // 创建一个默认layer图层\n const layer = this.layerService.createLayer(this, {\n main: false,\n layerMode,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n // const layer = new Layer(this, this.global, this.window, {\n // main: false,\n // canvasId\n // });\n // this.appendChild(layer);\n // return layer;\n }\n sortLayer(cb: (ILayer1: ILayer, layer2: ILayer) => number): void {\n const children = this.children;\n children.sort(cb);\n this.removeAllChild();\n children.forEach(c => {\n this.appendChild(c);\n });\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n tryInitInteractiveLayer() {\n // TODO:顺序可能会存在问题\n // 支持交互层,且没有创建过,那就创建\n if (this.supportInteractiveLayer && !this.interactiveLayer) {\n this.interactiveLayer = this.createLayer();\n this.interactiveLayer.name = '_builtin_interactive';\n this.nextFrameRenderLayerSet.add(this.interactiveLayer as any); // to be fixed\n }\n // this.interactiveLayer.afterDraw(l => {\n // l.removeAllChild();\n // });\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(this._viewBox, color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n this.ticker.start();\n this.timeline.resume();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (!this._skipRender) {\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n this.renderLayerList(this.children as ILayer[]);\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected combineLayersToWindow() {\n return;\n // this.forEach<ILayer>((layer, i) => {\n // layer.combineTo(this.window, {\n // clear: i === 0,\n // x: this.x,\n // y: this.y,\n // width: this.viewWidth,\n // height: this.viewHeight,\n // renderService: this.renderService,\n // background: layer === this.defaultLayer ? this.background : undefined,\n // updateBounds: !!this.dirtyBounds\n // });\n // });\n }\n\n renderNextFrame(layers?: ILayer[], force?: boolean): void {\n // render状态中调用的不会触发nextFrame,避免loop\n // if (this.state === 'rendering' && !force) {\n // console.log('abc');\n // return;\n // }\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getRequestAnimationFrame()(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n this.timeline.resume();\n this.ticker.start();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (this.nextFrameRenderLayerSet.size && !this._skipRender) {\n this.hooks.beforeRender.call(this);\n this.renderLayerList(Array.from(this.nextFrameRenderLayerSet.values()), this.lastRenderparams || {});\n this.combineLayersToWindow();\n this.hooks.afterRender.call(this);\n this.nextFrameRenderLayerSet.clear();\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected renderLayerList(layerList: ILayer[], params?: Partial<IDrawContext>) {\n const list: ILayer[] = [];\n // 只需要render main layer即可\n for (let i = 0; i < layerList.length; i++) {\n let l = layerList[i];\n if (l.layerMode === 'virtual') {\n l = l.getNativeHandler().mainHandler.layer;\n }\n if (!list.includes(l)) {\n list.push(l);\n }\n }\n list.forEach(layer => {\n // 记录当前的stamp,避免重复绘制layer(如果存在virtual layer)\n if (layer.renderCount > this.renderCount) {\n return;\n }\n layer.renderCount = this.renderCount + 1;\n\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n\n // 添加交互层渲染\n if (this.interactiveLayer && !layerList.includes(this.interactiveLayer)) {\n this.interactiveLayer.render(\n {\n renderService: this.renderService,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this._subView) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n // 设置camera\n // this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n this.camera && this.option3d && this.set3dOptions(this.option3d);\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number, rerender: boolean = true): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n\n rerender && this.render();\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): PickResult | false {\n if (!this.pickerService) {\n this.pickerService = container.get<IPickerService>(PickerService);\n }\n // 暂时不提供layer的pick\n const result = this.pickerService.pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n // 动画相关\n startAnimate(t: number): void {\n throw new Error('暂不支持');\n }\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n this.eventSystem && this.eventSystem.release();\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n this.interactiveLayer && this.interactiveLayer.release();\n this.window.release();\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n getLayer(name: string): undefined | ILayer {\n const layer = this.children.filter(layer => layer.name === name);\n return layer[0] as ILayer;\n }\n\n renderTo(window: IWindow, params: { x: number; y: number; width: number; height: number }) {\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n ...params,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true, viewBox?: IAABBBounds): IWindow {\n const window = container.get<IWindow>(VWindow);\n if (fullImage) {\n window.create({\n width: this.viewWidth,\n height: this.viewHeight,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n const width = viewBox ? viewBox.width() : Math.min(this.viewWidth, this.window.width - this.x);\n const height = viewBox ? viewBox.height() : Math.min(this.viewHeight, this.window.height - this.y);\n window.create({\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n const x = viewBox ? -viewBox.x1 : 0;\n const y = viewBox ? -viewBox.y1 : 0;\n this.renderTo(window, {\n x,\n y,\n width: viewBox ? viewBox.x2 : window.width,\n height: viewBox ? viewBox.y2 : window.height\n });\n return window;\n }\n\n toCanvas(fullImage: boolean = true, viewBox?: IAABBBounds): HTMLCanvasElement | null {\n const window = this.renderToNewWindow(fullImage, viewBox);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode, 'ignore');\n }\n\n getCursor() {\n return this._cursor;\n }\n}\n"]}
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1
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+
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type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport { AABBBounds, Bounds, Point, isString } from '@visactor/vutils';\nimport type {\n IGraphic,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight,\n ITicker,\n IRenderService,\n IPickerService,\n IPluginService,\n ISyncHook,\n IDrawContext,\n IWindow,\n ILayerService,\n ITimeline,\n IOptimizeType,\n LayerMode,\n PickResult\n} from '../interface';\nimport { VWindow } from './window';\nimport type { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { RenderService } from '../render';\nimport { Group, Theme } from '../graphic';\nimport { PickerService } from '../picker/constants';\nimport { PluginService } from '../plugins/constants';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { ViewTransform3dPlugin } from '../plugins/builtin-plugin/3dview-transform-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { HtmlAttributePlugin } from '../plugins/builtin-plugin/html-attribute-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { FlexLayoutPlugin } from '../plugins/builtin-plugin/flex-layout-plugin';\nimport { defaultTicker } from '../animate/default-ticker';\nimport { SyncHook } from '../tapable';\nimport { DirectionalLight } from './light';\nimport { OrthoCamera } from './camera';\nimport { LayerService } from './constants';\nimport { DefaultTimeline } from '../animate';\nimport { application } from '../application';\nimport { isBrowserEnv } from '../env-check';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\ntype IStageState = 'rendering' | 'normal';\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n declare state: IStageState;\n\n protected _viewBox: AABBBounds;\n private _background: string | IColor;\n private _subView: boolean; // 是否是存在子视图\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this._viewBox.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n get viewBox(): AABBBounds {\n return this._viewBox;\n }\n\n get x(): number {\n return this._viewBox.x1;\n }\n set x(x: number) {\n this._viewBox.translate(x - this._viewBox.x1, 0);\n }\n get y(): number {\n return this._viewBox.y1;\n }\n set y(y: number) {\n this._viewBox.translate(0, y - this._viewBox.y1);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this._viewBox.width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this._viewBox.height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n ticker: ITicker;\n\n autoRender: boolean;\n _enableLayout: boolean;\n htmlAttribute: boolean | string | any;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n pickerService?: IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n private _eventSystem?: EventSystem;\n private get eventSystem(): EventSystem {\n return this._eventSystem;\n }\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n // 0: 正常渲染, > 0: 跳过隐藏canvas的渲染, < 0: 禁止渲染\n protected _skipRender?: number;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n protected interactiveLayer?: ILayer;\n protected supportInteractiveLayer: boolean;\n protected timeline: ITimeline;\n\n declare params: Partial<IStageParams>;\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams> = {}) {\n super({});\n this.params = params;\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = application.global;\n if (!this.global.env && isBrowserEnv()) {\n // 如果是浏览器环境,默认设置env\n this.global.setEnv('browser');\n }\n this.window = container.get<IWindow>(VWindow);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.layerService = container.get<ILayerService>(LayerService);\n this.pluginService.active(this, params);\n\n this.window.create({\n width: params.width,\n height: params.height,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this._viewBox = new AABBBounds();\n if (params.viewBox) {\n this._viewBox.setValue(params.viewBox.x1, params.viewBox.y1, params.viewBox.x2, params.viewBox.y2);\n } else {\n this._viewBox.setValue(0, 0, this.width, this.height);\n }\n\n this.state = 'normal';\n this.renderCount = 0;\n this.tryInitEventSystem();\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n this._subView = !(this._viewBox.width() === this.width && this._viewBox.height() === this.height);\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n // this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n this.appendChild(this.layerService.createLayer(this, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n\n if (params.enableHtmlAttribute) {\n this.enableHtmlAttribute(params.enableHtmlAttribute);\n }\n\n params.enableLayout && this.enableLayout();\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.ticker = params.ticker || defaultTicker;\n this.supportInteractiveLayer = params.interactiveLayer !== false;\n this.timeline = new DefaultTimeline();\n this.ticker.addTimeline(this.timeline);\n this.timeline.pause();\n if (!params.optimize) {\n params.optimize = {};\n }\n this.optmize(params.optimize);\n // 如果背景是图片,触发加载图片操作\n if (params.background && isString(this._background) && this._background.includes('/')) {\n this.setAttributes({ background: this._background });\n }\n }\n\n protected tryInitEventSystem() {\n if (this.global.supportEvent && !this._eventSystem) {\n this._eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n viewport: {\n viewBox: this._viewBox,\n get x(): number {\n return this.viewBox.x1;\n },\n get y(): number {\n return this.viewBox.y1;\n },\n get width(): number {\n return this.viewBox.width();\n },\n get height(): number {\n return this.viewBox.height();\n }\n },\n ...this.params.event\n });\n }\n }\n\n preventRender(prevent: boolean) {\n if (prevent) {\n this._skipRender = -Infinity;\n } else {\n // 判断是否需要outRange优化\n if (this.params.optimize.skipRenderWithOutRange !== false) {\n this._skipRender = this.window.isVisible() ? 0 : 1;\n } else {\n this._skipRender = 0;\n }\n }\n }\n\n // 优化策略\n optmize(params: IOptimizeType) {\n this.optmizeRender(params.skipRenderWithOutRange);\n this.params.optimize = params;\n }\n\n // 优化渲染\n protected optmizeRender(skipRenderWithOutRange: boolean = false) {\n if (!skipRenderWithOutRange) {\n return;\n }\n // 不在视口内的时候,跳过渲染\n this._skipRender = this._skipRender < 0 ? this._skipRender : this.window.isVisible() ? 0 : 1;\n this.window.onVisibleChange(this._onVisibleChange);\n }\n\n protected _onVisibleChange = (visible: boolean) => {\n if (this._skipRender < 0) {\n return;\n }\n if (visible) {\n if (this.dirtyBounds) {\n this.dirtyBounds.setValue(0, 0, this._viewBox.width(), this._viewBox.height());\n }\n if (this._skipRender > 1) {\n this.renderNextFrame();\n }\n this._skipRender = 0;\n } else {\n this._skipRender = 1;\n }\n };\n\n getTimeline() {\n return this.timeline;\n }\n\n get3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2, z: 0, dx: 0, dy: 0, dz: 0 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n\n return {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const options3d = this.get3dOptions(options);\n const { light, center, camera, alpha, beta, fieldRatio, fieldDepth } = options3d;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerX = (center.x ?? this.width / 2) + (center.dx ?? 0);\n const centerY = (center.y ?? this.height / 2) + (center.dy ?? 0);\n const centerZ = (center.z ?? 0) + (center.dz ?? 0);\n const centerVec3: vec3 = [centerX, centerY, centerZ];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + centerX;\n cameraY = Math.sin(beta) + centerY;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n this.light = new DirectionalLight(dir, color, ambient);\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n this.camera = new OrthoCamera(cameraParams);\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n } else {\n plugin.activate(this.pluginService);\n }\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableLayout() {\n if (this._enableLayout) {\n return;\n }\n this._enableLayout = true;\n this.pluginService.register(new FlexLayoutPlugin());\n }\n disableLayout() {\n if (!this._enableLayout) {\n return;\n }\n this._enableLayout = false;\n this.pluginService.findPluginsByName('FlexLayoutPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableHtmlAttribute(container?: any) {\n if (this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = container;\n this.pluginService.register(new HtmlAttributePlugin());\n }\n disableHtmlAttribute() {\n if (!this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = false;\n this.pluginService.findPluginsByName('HtmlAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n const viewBox = this._viewBox;\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string, layerMode?: LayerMode): ILayer {\n // 创建一个默认layer图层\n const layer = this.layerService.createLayer(this, {\n main: false,\n layerMode,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n // const layer = new Layer(this, this.global, this.window, {\n // main: false,\n // canvasId\n // });\n // this.appendChild(layer);\n // return layer;\n }\n sortLayer(cb: (ILayer1: ILayer, layer2: ILayer) => number): void {\n const children = this.children;\n children.sort(cb);\n this.removeAllChild();\n children.forEach(c => {\n this.appendChild(c);\n });\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n tryInitInteractiveLayer() {\n // TODO:顺序可能会存在问题\n // 支持交互层,且没有创建过,那就创建\n if (this.supportInteractiveLayer && !this.interactiveLayer) {\n this.interactiveLayer = this.createLayer();\n this.interactiveLayer.name = '_builtin_interactive';\n this.interactiveLayer.attribute.pickable = false;\n this.nextFrameRenderLayerSet.add(this.interactiveLayer as any); // to be fixed\n }\n // this.interactiveLayer.afterDraw(l => {\n // l.removeAllChild();\n // });\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(this._viewBox, color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n this.ticker.start();\n this.timeline.resume();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (!this._skipRender) {\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n this.renderLayerList(this.children as ILayer[]);\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected combineLayersToWindow() {\n return;\n // this.forEach<ILayer>((layer, i) => {\n // layer.combineTo(this.window, {\n // clear: i === 0,\n // x: this.x,\n // y: this.y,\n // width: this.viewWidth,\n // height: this.viewHeight,\n // renderService: this.renderService,\n // background: layer === this.defaultLayer ? this.background : undefined,\n // updateBounds: !!this.dirtyBounds\n // });\n // });\n }\n\n renderNextFrame(layers?: ILayer[], force?: boolean): void {\n // render状态中调用的不会触发nextFrame,避免loop\n // if (this.state === 'rendering' && !force) {\n // console.log('abc');\n // return;\n // }\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getRequestAnimationFrame()(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n this.timeline.resume();\n this.ticker.start();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (this.nextFrameRenderLayerSet.size && !this._skipRender) {\n this.hooks.beforeRender.call(this);\n this.renderLayerList(Array.from(this.nextFrameRenderLayerSet.values()), this.lastRenderparams || {});\n this.combineLayersToWindow();\n this.hooks.afterRender.call(this);\n this.nextFrameRenderLayerSet.clear();\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected renderLayerList(layerList: ILayer[], params?: Partial<IDrawContext>) {\n const list: ILayer[] = [];\n // 只需要render main layer即可\n for (let i = 0; i < layerList.length; i++) {\n let l = layerList[i];\n if (l.layerMode === 'virtual') {\n l = l.getNativeHandler().mainHandler.layer;\n }\n if (!list.includes(l)) {\n list.push(l);\n }\n }\n list.forEach(layer => {\n // 记录当前的stamp,避免重复绘制layer(如果存在virtual layer)\n if (layer.renderCount > this.renderCount) {\n return;\n }\n layer.renderCount = this.renderCount + 1;\n\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n\n // 添加交互层渲染\n if (this.interactiveLayer && !layerList.includes(this.interactiveLayer)) {\n this.interactiveLayer.render(\n {\n renderService: this.renderService,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n },\n { renderStyle: this.renderStyle, ...params }\n );\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this._subView) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n // 设置camera\n // this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n this.camera && this.option3d && this.set3dOptions(this.option3d);\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number, rerender: boolean = true): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n\n rerender && this.render();\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): PickResult | false {\n if (!this.pickerService) {\n this.pickerService = container.get<IPickerService>(PickerService);\n }\n // 暂时不提供layer的pick\n const result = this.pickerService.pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n // 动画相关\n startAnimate(t: number): void {\n throw new Error('暂不支持');\n }\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n this.eventSystem && this.eventSystem.release();\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n this.interactiveLayer && this.interactiveLayer.release();\n this.window.release();\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n getLayer(name: string): undefined | ILayer {\n const layer = this.children.filter(layer => layer.name === name);\n return layer[0] as ILayer;\n }\n\n renderTo(window: IWindow, params: { x: number; y: number; width: number; height: number }) {\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n ...params,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true, viewBox?: IAABBBounds): IWindow {\n const window = container.get<IWindow>(VWindow);\n if (fullImage) {\n window.create({\n width: this.viewWidth,\n height: this.viewHeight,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n const width = viewBox ? viewBox.width() : Math.min(this.viewWidth, this.window.width - this.x);\n const height = viewBox ? viewBox.height() : Math.min(this.viewHeight, this.window.height - this.y);\n window.create({\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n const x = viewBox ? -viewBox.x1 : 0;\n const y = viewBox ? -viewBox.y1 : 0;\n this.renderTo(window, {\n x,\n y,\n width: viewBox ? viewBox.x2 : window.width,\n height: viewBox ? viewBox.y2 : window.height\n });\n return window;\n }\n\n toCanvas(fullImage: boolean = true, viewBox?: IAABBBounds): HTMLCanvasElement | null {\n const window = this.renderToNewWindow(fullImage, viewBox);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode, 'ignore');\n }\n\n getCursor() {\n return this._cursor;\n }\n}\n"]}
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package/es/graphic/config.js
CHANGED