@visactor/vrender-core 0.17.8 → 0.17.10

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Files changed (147) hide show
  1. package/cjs/canvas/conical-gradient.d.ts +10 -5
  2. package/cjs/canvas/conical-gradient.js +21 -14
  3. package/cjs/canvas/conical-gradient.js.map +1 -1
  4. package/cjs/common/render-area.js +3 -15
  5. package/cjs/common/render-area.js.map +1 -1
  6. package/cjs/common/render-curve.js +6 -17
  7. package/cjs/common/render-curve.js.map +1 -1
  8. package/cjs/common/render-utils.d.ts +10 -0
  9. package/cjs/common/render-utils.js +22 -0
  10. package/cjs/common/render-utils.js.map +1 -0
  11. package/cjs/common/seg-context.js +1 -2
  12. package/cjs/common/segment/basis.js +2 -3
  13. package/cjs/common/segment/basis.js.map +1 -1
  14. package/cjs/common/segment/common.d.ts +4 -1
  15. package/cjs/common/segment/common.js +13 -3
  16. package/cjs/common/segment/common.js.map +1 -1
  17. package/cjs/common/segment/linear-closed.d.ts +2 -16
  18. package/cjs/common/segment/linear-closed.js +3 -34
  19. package/cjs/common/segment/linear-closed.js.map +1 -1
  20. package/cjs/common/segment/linear.d.ts +1 -1
  21. package/cjs/common/segment/linear.js +2 -3
  22. package/cjs/common/segment/linear.js.map +1 -1
  23. package/cjs/common/segment/monotone.d.ts +2 -2
  24. package/cjs/common/segment/monotone.js +10 -12
  25. package/cjs/common/segment/monotone.js.map +1 -1
  26. package/cjs/common/sort.js +2 -1
  27. package/cjs/core/constants.js +1 -1
  28. package/cjs/core/stage.js +2 -1
  29. package/cjs/core/stage.js.map +1 -1
  30. package/cjs/graphic/config.js +2 -0
  31. package/cjs/graphic/config.js.map +1 -1
  32. package/cjs/interface/graphic.d.ts +2 -0
  33. package/cjs/interface/graphic.js.map +1 -1
  34. package/cjs/render/contributions/render/area-render.js +16 -11
  35. package/cjs/render/contributions/render/area-render.js.map +1 -1
  36. package/cjs/render/contributions/render/contributions/arc-contribution-render.d.ts +1 -1
  37. package/cjs/render/contributions/render/contributions/arc-contribution-render.js +2 -2
  38. package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  39. package/cjs/render/contributions/render/contributions/area-contribution-render.d.ts +1 -9
  40. package/cjs/render/contributions/render/contributions/area-contribution-render.js +3 -55
  41. package/cjs/render/contributions/render/contributions/area-contribution-render.js.map +1 -1
  42. package/cjs/render/contributions/render/contributions/area-texture-contribution-render.d.ts +9 -0
  43. package/cjs/render/contributions/render/contributions/area-texture-contribution-render.js +26 -0
  44. package/cjs/render/contributions/render/contributions/area-texture-contribution-render.js.map +1 -0
  45. package/cjs/render/contributions/render/contributions/base-contribution-render.d.ts +1 -19
  46. package/cjs/render/contributions/render/contributions/base-contribution-render.js +2 -120
  47. package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  48. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.d.ts +21 -0
  49. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +128 -0
  50. package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -0
  51. package/cjs/render/contributions/render/contributions/circle-contribution-render.d.ts +1 -1
  52. package/cjs/render/contributions/render/contributions/circle-contribution-render.js +2 -2
  53. package/cjs/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  54. package/cjs/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
  55. package/cjs/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
  56. package/cjs/render/contributions/render/contributions/index.d.ts +2 -0
  57. package/cjs/render/contributions/render/contributions/index.js +2 -1
  58. package/cjs/render/contributions/render/contributions/index.js.map +1 -1
  59. package/cjs/render/contributions/render/contributions/path-contribution-render.d.ts +1 -1
  60. package/cjs/render/contributions/render/contributions/path-contribution-render.js +2 -2
  61. package/cjs/render/contributions/render/contributions/path-contribution-render.js.map +1 -1
  62. package/cjs/render/contributions/render/contributions/polygon-contribution-render.d.ts +1 -1
  63. package/cjs/render/contributions/render/contributions/polygon-contribution-render.js +2 -2
  64. package/cjs/render/contributions/render/contributions/polygon-contribution-render.js.map +1 -1
  65. package/cjs/render/contributions/render/contributions/rect-contribution-render.d.ts +1 -1
  66. package/cjs/render/contributions/render/contributions/rect-contribution-render.js +2 -2
  67. package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  68. package/cjs/render/contributions/render/contributions/symbol-contribution-render.d.ts +1 -1
  69. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js +2 -2
  70. package/cjs/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  71. package/cjs/render/contributions/render/line-render.js +2 -2
  72. package/cjs/render/contributions/render/line-render.js.map +1 -1
  73. package/dist/index.js +112 -187
  74. package/dist/index.min.js +1 -1
  75. package/es/canvas/conical-gradient.d.ts +10 -5
  76. package/es/canvas/conical-gradient.js +21 -16
  77. package/es/canvas/conical-gradient.js.map +1 -1
  78. package/es/common/render-area.js +2 -12
  79. package/es/common/render-area.js.map +1 -1
  80. package/es/common/render-curve.js +1 -13
  81. package/es/common/render-curve.js.map +1 -1
  82. package/es/common/render-utils.d.ts +10 -0
  83. package/es/common/render-utils.js +14 -0
  84. package/es/common/render-utils.js.map +1 -0
  85. package/es/common/seg-context.js +1 -2
  86. package/es/common/segment/basis.js +2 -8
  87. package/es/common/segment/basis.js.map +1 -1
  88. package/es/common/segment/common.d.ts +4 -1
  89. package/es/common/segment/common.js +11 -0
  90. package/es/common/segment/common.js.map +1 -1
  91. package/es/common/segment/linear-closed.d.ts +2 -16
  92. package/es/common/segment/linear-closed.js +4 -38
  93. package/es/common/segment/linear-closed.js.map +1 -1
  94. package/es/common/segment/linear.d.ts +1 -1
  95. package/es/common/segment/linear.js +2 -8
  96. package/es/common/segment/linear.js.map +1 -1
  97. package/es/common/segment/monotone.d.ts +2 -2
  98. package/es/common/segment/monotone.js +7 -13
  99. package/es/common/segment/monotone.js.map +1 -1
  100. package/es/common/sort.js +2 -1
  101. package/es/core/constants.js +1 -1
  102. package/es/core/stage.js +2 -1
  103. package/es/core/stage.js.map +1 -1
  104. package/es/graphic/config.js +2 -0
  105. package/es/graphic/config.js.map +1 -1
  106. package/es/interface/graphic.d.ts +2 -0
  107. package/es/interface/graphic.js.map +1 -1
  108. package/es/render/contributions/render/area-render.js +16 -11
  109. package/es/render/contributions/render/area-render.js.map +1 -1
  110. package/es/render/contributions/render/contributions/arc-contribution-render.d.ts +1 -1
  111. package/es/render/contributions/render/contributions/arc-contribution-render.js +3 -1
  112. package/es/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  113. package/es/render/contributions/render/contributions/area-contribution-render.d.ts +1 -9
  114. package/es/render/contributions/render/contributions/area-contribution-render.js +2 -51
  115. package/es/render/contributions/render/contributions/area-contribution-render.js.map +1 -1
  116. package/es/render/contributions/render/contributions/area-texture-contribution-render.d.ts +9 -0
  117. package/es/render/contributions/render/contributions/area-texture-contribution-render.js +18 -0
  118. package/es/render/contributions/render/contributions/area-texture-contribution-render.js.map +1 -0
  119. package/es/render/contributions/render/contributions/base-contribution-render.d.ts +1 -19
  120. package/es/render/contributions/render/contributions/base-contribution-render.js +0 -120
  121. package/es/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
  122. package/es/render/contributions/render/contributions/base-texture-contribution-render.d.ts +21 -0
  123. package/es/render/contributions/render/contributions/base-texture-contribution-render.js +124 -0
  124. package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -0
  125. package/es/render/contributions/render/contributions/circle-contribution-render.d.ts +1 -1
  126. package/es/render/contributions/render/contributions/circle-contribution-render.js +3 -1
  127. package/es/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
  128. package/es/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
  129. package/es/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
  130. package/es/render/contributions/render/contributions/index.d.ts +2 -0
  131. package/es/render/contributions/render/contributions/index.js +4 -0
  132. package/es/render/contributions/render/contributions/index.js.map +1 -1
  133. package/es/render/contributions/render/contributions/path-contribution-render.d.ts +1 -1
  134. package/es/render/contributions/render/contributions/path-contribution-render.js +3 -1
  135. package/es/render/contributions/render/contributions/path-contribution-render.js.map +1 -1
  136. package/es/render/contributions/render/contributions/polygon-contribution-render.d.ts +1 -1
  137. package/es/render/contributions/render/contributions/polygon-contribution-render.js +3 -1
  138. package/es/render/contributions/render/contributions/polygon-contribution-render.js.map +1 -1
  139. package/es/render/contributions/render/contributions/rect-contribution-render.d.ts +1 -1
  140. package/es/render/contributions/render/contributions/rect-contribution-render.js +3 -1
  141. package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  142. package/es/render/contributions/render/contributions/symbol-contribution-render.d.ts +1 -1
  143. package/es/render/contributions/render/contributions/symbol-contribution-render.js +3 -1
  144. package/es/render/contributions/render/contributions/symbol-contribution-render.js.map +1 -1
  145. package/es/render/contributions/render/line-render.js +2 -2
  146. package/es/render/contributions/render/line-render.js.map +1 -1
  147. package/package.json +1 -1
@@ -1,12 +1,17 @@
1
+ import { LRU } from '@visactor/vutils';
1
2
  import type { IConicalGradient, IContext2d } from '../interface';
2
- export declare class ColorInterpolate {
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+ export declare class ColorInterpolate extends LRU {
3
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  private readonly rgbaSet;
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+ private cacheParams;
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+ static _instance: ColorInterpolate;
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+ static getInstance(): ColorInterpolate;
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8
  constructor(stops?: [number, string][], precision?: number);
5
9
  getColor(offset: number): string;
6
- static dataMap: Map<string, ColorInterpolate>;
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- static GetOrCreate(stops?: [number, string][], precision?: number): ColorInterpolate;
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- static SetColorInterpolateInstance(stops: string, ins: ColorInterpolate): void;
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- static GetColorInterpolateInstance(stops: string): ColorInterpolate | undefined;
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+ dataMap: Map<string, {
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+ data: ColorInterpolate;
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+ timestamp: number[];
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+ }>;
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+ GetOrCreate(x: number, y: number, w: number, h: number, stops?: [number, string][], precision?: number): ColorInterpolate;
10
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  }
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  export declare function getConicGradientAt(x: number, y: number, angle: number, color: IConicalGradient): string | false | import("../interface").IGradientColor;
12
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  export declare function createConicalGradient(context: IContext2d, stops: Array<[number, string]>, x: number, y: number, deltaAngle: number, startAngle: number, endAngle: number, minW: number, minH: number): null | CanvasPattern;
@@ -1,4 +1,4 @@
1
- import { pi2 } from "@visactor/vutils";
1
+ import { pi2, LRU } from "@visactor/vutils";
2
2
 
3
3
  import { application } from "../application";
4
4
 
@@ -22,8 +22,16 @@ class ConicalCanvas {
22
22
  }
23
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  }
24
24
 
25
- export class ColorInterpolate {
25
+ export class ColorInterpolate extends LRU {
26
+ static getInstance() {
27
+ return ColorInterpolate._instance || (ColorInterpolate._instance = new ColorInterpolate),
28
+ ColorInterpolate._instance;
29
+ }
26
30
  constructor(stops = [], precision = 100) {
31
+ super(), this.cacheParams = {
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+ CLEAN_THRESHOLD: 100,
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+ L_TIME: 1e3
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+ }, this.dataMap = new Map;
27
35
  const canvas = ConicalCanvas.GetCanvas(), conicalCtx = ConicalCanvas.GetCtx();
28
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  if (canvas.width = precision, canvas.height = 1, !conicalCtx) return;
29
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  if (conicalCtx.translate(0, 0), !conicalCtx) throw new Error("获取ctx发生错误");
@@ -36,23 +44,20 @@ export class ColorInterpolate {
36
44
  const rgba = this.rgbaSet.slice(4 * offset, 4 * offset + 4);
37
45
  return `rgba(${rgba[0]}, ${rgba[1]}, ${rgba[2]}, ${rgba[3] / 255})`;
38
46
  }
39
- static GetOrCreate(stops = [], precision = 100) {
40
- let str = "";
47
+ GetOrCreate(x, y, w, h, stops = [], precision = 100) {
48
+ let str = `${x}${y}${w}${h}`;
41
49
  stops.forEach((item => str += item.join())), str += precision;
42
- let colorInter = ColorInterpolate.dataMap.get(str);
43
- return colorInter || (colorInter = new ColorInterpolate(stops, precision), ColorInterpolate.dataMap.set(str, colorInter)),
44
- colorInter;
45
- }
46
- static SetColorInterpolateInstance(stops, ins) {
47
- ColorInterpolate.dataMap.set(stops, ins);
48
- }
49
- static GetColorInterpolateInstance(stops) {
50
- return ColorInterpolate.dataMap.get(stops);
50
+ let colorInter = this.dataMap.get(str);
51
+ if (!colorInter) {
52
+ colorInter = {
53
+ data: new ColorInterpolate(stops, precision),
54
+ timestamp: []
55
+ }, this.addLimitedTimestamp(colorInter, Date.now(), {}), this.dataMap.set(str, colorInter);
56
+ }
57
+ return this.clearCache(this.dataMap, this.cacheParams), colorInter.data;
51
58
  }
52
59
  }
53
60
 
54
- ColorInterpolate.dataMap = new Map;
55
-
56
61
  class ConicalPatternStore {
57
62
  static GetSize(minSize) {
58
63
  for (let i = 0; i < ConicalPatternStore.ImageSize.length; i++) if (ConicalPatternStore.ImageSize[i] >= minSize) return ConicalPatternStore.ImageSize[i];
@@ -104,7 +109,7 @@ export function createConicalGradient(context, stops, x, y, deltaAngle, startAng
104
109
  const width = ConicalPatternStore.GetSize(minW), height = ConicalPatternStore.GetSize(minH);
105
110
  let pattern = ConicalPatternStore.Get(stops, x, y, startAngle, endAngle, width, height);
106
111
  if (pattern) return pattern;
107
- const r = Math.sqrt(Math.max(Math.max(Math.pow(x, 2) + Math.pow(y, 2), Math.pow(width - x, 2) + Math.pow(y, 2)), Math.max(Math.pow(width - x, 2) + Math.pow(height - y, 2), Math.pow(x, 2) + Math.pow(height - y, 2)))), stepNum = deltaDeg + 1, step = deltaAngle / Math.max(1, stepNum - 1), colorInter = ColorInterpolate.GetOrCreate(stops, stepNum), lineWidth = 2 * Math.PI * r / 360;
112
+ const r = Math.sqrt(Math.max(Math.max(Math.pow(x, 2) + Math.pow(y, 2), Math.pow(width - x, 2) + Math.pow(y, 2)), Math.max(Math.pow(width - x, 2) + Math.pow(height - y, 2), Math.pow(x, 2) + Math.pow(height - y, 2)))), stepNum = deltaDeg + 1, step = deltaAngle / Math.max(1, stepNum - 1), colorInter = ColorInterpolate.getInstance().GetOrCreate(x, y, width, height, stops, stepNum), lineWidth = 2 * Math.PI * r / 360;
108
113
  conicalCanvas.width = width, conicalCanvas.height = height, conicalCtx.setTransform(1, 0, 0, 1, 0, 0),
109
114
  conicalCtx.clearRect(0, 0, width, height), conicalCtx.translate(x, y), conicalCtx.rotate(startAngle);
110
115
  for (let i = 0, len = stepNum - 1; i < len && !(startAngle + i * step > endAngle); i++) {
@@ -1 +1 @@
1
- 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* 环形渐变部分源码借鉴https://github.com/parksben/create-conical-gradient/blob/master/LICENSE\n * MIT License\n\n * Copyright (c) 2020 parksben\n\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n\n * The above copyright notice and this permission notice shall be included in all\n * copies or substantial portions of the Software.\n\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n * SOFTWARE.\n */\nimport { pi2 } from '@visactor/vutils';\nimport { application } from '../application';\nimport type { IConicalGradient, IContext2d } from '../interface';\nimport { interpolateColor } from '../color-string';\n\nclass ConicalCanvas {\n static canvas: HTMLCanvasElement;\n static ctx: CanvasRenderingContext2D | null;\n\n static GetCanvas() {\n try {\n if (!ConicalCanvas.canvas) {\n ConicalCanvas.canvas = application.global.createCanvas({});\n }\n return ConicalCanvas.canvas;\n } catch (err) {\n return null;\n }\n }\n\n static GetCtx() {\n if (!ConicalCanvas.ctx) {\n const conicalCanvas = ConicalCanvas.GetCanvas();\n ConicalCanvas.ctx = conicalCanvas.getContext('2d');\n }\n return ConicalCanvas.ctx;\n }\n}\n\n// todo 目前环形渐变缓存还是依赖于x和y,后续优化环形渐变\nexport class ColorInterpolate {\n private readonly rgbaSet: Uint8ClampedArray;\n\n constructor(stops: [number, string][] = [], precision = 100) {\n const canvas = ConicalCanvas.GetCanvas();\n const conicalCtx = ConicalCanvas.GetCtx();\n canvas.width = precision;\n canvas.height = 1;\n if (!conicalCtx) {\n return;\n }\n conicalCtx.translate(0, 0);\n if (!conicalCtx) {\n throw new Error('获取ctx发生错误');\n }\n\n const gradient = conicalCtx.createLinearGradient(0, 0, precision, 0);\n stops.forEach(stop => {\n gradient.addColorStop(stop[0], stop[1]);\n });\n\n conicalCtx.fillStyle = gradient;\n conicalCtx.fillRect(0, 0, precision, 1);\n\n this.rgbaSet = conicalCtx.getImageData(0, 0, precision, 1).data;\n }\n\n getColor(offset: number): string {\n const rgba = this.rgbaSet.slice(4 * offset, 4 * offset + 4);\n return `rgba(${rgba[0]}, ${rgba[1]}, ${rgba[2]}, ${rgba[3] / 255})`;\n }\n\n static dataMap: Map<string, ColorInterpolate> = new Map();\n // static lastCache: {\n // stops: [number, string][],\n // precision: number,\n // colorInter: ColorInterpolate,\n // step: number,\n // stepNum: number,\n // r: number,\n // lineWidth: number,\n // } | null = null;\n\n static GetOrCreate(stops: [number, string][] = [], precision = 100) {\n let str = '';\n stops.forEach(item => (str += item.join()));\n str += precision;\n let colorInter = ColorInterpolate.dataMap.get(str);\n if (!colorInter) {\n colorInter = new ColorInterpolate(stops, precision);\n ColorInterpolate.dataMap.set(str, colorInter);\n }\n return colorInter;\n }\n\n static SetColorInterpolateInstance(stops: string, ins: ColorInterpolate) {\n ColorInterpolate.dataMap.set(stops, ins);\n }\n\n static GetColorInterpolateInstance(stops: string): ColorInterpolate | undefined {\n return ColorInterpolate.dataMap.get(stops);\n }\n}\n\nclass ConicalPatternStore {\n private static cache: {\n [key: string]: {\n width: number;\n height: number;\n pattern: CanvasPattern;\n }[];\n } = {};\n private static ImageSize = [20, 40, 80, 160, 320, 640, 1280, 2560];\n\n static GetSize(minSize: number): number {\n for (let i = 0; i < ConicalPatternStore.ImageSize.length; i++) {\n if (ConicalPatternStore.ImageSize[i] >= minSize) {\n return ConicalPatternStore.ImageSize[i];\n }\n }\n return minSize;\n }\n\n static Get(\n stops: Array<[number, string]>,\n x: number,\n y: number,\n startAngle: number,\n endAngle: number,\n w: number,\n h: number\n ): CanvasPattern | null {\n const key = ConicalPatternStore.GenKey(stops, x, y, startAngle, endAngle);\n const data = ConicalPatternStore.cache[key];\n if (!data || data.length === 0) {\n return null;\n }\n for (let i = 0; i < data.length; i++) {\n if (data[i].width >= w && data[i].height >= h) {\n return data[i].pattern;\n }\n }\n return null;\n }\n\n static Set(\n stops: Array<[number, string]>,\n x: number,\n y: number,\n startAngle: number,\n endAngle: number,\n pattern: CanvasPattern,\n w: number,\n h: number\n ) {\n const key = ConicalPatternStore.GenKey(stops, x, y, startAngle, endAngle);\n // 必然是顺序的,因为如果能get到的话就不需要set\n if (!ConicalPatternStore.cache[key]) {\n ConicalPatternStore.cache[key] = [\n {\n width: w,\n height: h,\n pattern\n }\n ];\n } else {\n ConicalPatternStore.cache[key].push({\n width: w,\n height: h,\n pattern\n });\n }\n }\n\n static GenKey(stops: Array<[number, string]>, x: number, y: number, startAngle: number, endAngle: number): string {\n return `${x},${y},${startAngle},${endAngle},${stops.join()}`;\n }\n}\n\nexport function getConicGradientAt(x: number, y: number, angle: number, color: IConicalGradient) {\n const { stops, startAngle, endAngle } = color;\n\n while (angle < 0) {\n angle += pi2;\n }\n while (angle > pi2) {\n angle -= pi2;\n }\n\n if (angle < startAngle) {\n return stops[0].color;\n }\n if (angle > endAngle) {\n return stops[0].color;\n }\n let percent = (angle - startAngle) / (endAngle - startAngle);\n let startStop: any;\n let endStop: any;\n for (let i = 0; i < stops.length; i++) {\n if (stops[i].offset >= percent) {\n startStop = stops[i - 1];\n endStop = stops[i];\n break;\n }\n }\n percent = (percent - startStop.offset) / (endStop.offset - startStop.offset);\n return interpolateColor(startStop.color, endStop.color, percent, false);\n}\n\n/**\n * 环形渐变效果\n * @param context\n * @param stops\n * @param x\n * @param y\n * @param deltaAngle 用于细分出颜色插值数组[start,,,,,,end, (没有用到的颜色)]\n * @param startAngle 实际开始的angle\n * @param endAngle 实际结束的angle\n * @param minW\n * @param minH\n * @returns\n */\nexport function createConicalGradient(\n context: IContext2d,\n stops: Array<[number, string]>,\n x: number,\n y: number,\n deltaAngle: number,\n startAngle: number,\n endAngle: number,\n minW: number,\n minH: number\n): null | CanvasPattern {\n const deltaDeg = Math.floor((deltaAngle * 180) / Math.PI);\n\n const conicalCanvas = ConicalCanvas.GetCanvas();\n const conicalCtx = ConicalCanvas.GetCtx();\n\n if (!conicalCtx) {\n return null;\n }\n const width = ConicalPatternStore.GetSize(minW);\n const height = ConicalPatternStore.GetSize(minH);\n let pattern = ConicalPatternStore.Get(stops, x, y, startAngle, endAngle, width, height);\n if (pattern) {\n return pattern;\n }\n\n const r = Math.sqrt(\n Math.max(\n Math.max(Math.pow(x, 2) + Math.pow(y, 2), Math.pow(width - x, 2) + Math.pow(y, 2)),\n Math.max(Math.pow(width - x, 2) + Math.pow(height - y, 2), Math.pow(x, 2) + Math.pow(height - y, 2))\n )\n );\n // 每一度一个三角形\n const stepNum = deltaDeg + 1;\n const step = deltaAngle / Math.max(1, stepNum - 1);\n const colorInter = ColorInterpolate.GetOrCreate(stops, stepNum);\n\n const lineWidth = (2 * Math.PI * r) / 360;\n\n conicalCanvas.width = width;\n conicalCanvas.height = height;\n conicalCtx.setTransform(1, 0, 0, 1, 0, 0);\n conicalCtx.clearRect(0, 0, width, height);\n conicalCtx.translate(x, y);\n conicalCtx.rotate(startAngle);\n for (let i = 0, len = stepNum - 1; i < len; i++) {\n if (startAngle + i * step > endAngle) {\n break;\n }\n const color = colorInter.getColor(i);\n conicalCtx.beginPath();\n conicalCtx.rotate(step);\n conicalCtx.moveTo(0, 0);\n conicalCtx.lineTo(r, -2 * lineWidth);\n conicalCtx.lineTo(r, 0);\n conicalCtx.fillStyle = color;\n conicalCtx.closePath();\n conicalCtx.fill();\n }\n\n const imageData = conicalCtx.getImageData(0, 0, width, height);\n\n conicalCanvas.width = imageData.width;\n conicalCanvas.height = imageData.height;\n conicalCtx.putImageData(imageData, 0, 0);\n pattern = context.createPattern(conicalCanvas, 'no-repeat');\n pattern && ConicalPatternStore.Set(stops, x, y, startAngle, endAngle, pattern, width, height);\n return pattern;\n}\n"]}
1
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* 环形渐变部分源码借鉴https://github.com/parksben/create-conical-gradient/blob/master/LICENSE\n * MIT License\n\n * Copyright (c) 2020 parksben\n\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n\n * The above copyright notice and this permission notice shall be included in all\n * copies or substantial portions of the Software.\n\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n * SOFTWARE.\n */\nimport { pi2, LRU } from '@visactor/vutils';\nimport { application } from '../application';\nimport type { IConicalGradient, IContext2d } from '../interface';\nimport { interpolateColor } from '../color-string';\n\nclass ConicalCanvas {\n static canvas: HTMLCanvasElement;\n static ctx: CanvasRenderingContext2D | null;\n\n static GetCanvas() {\n try {\n if (!ConicalCanvas.canvas) {\n ConicalCanvas.canvas = application.global.createCanvas({});\n }\n return ConicalCanvas.canvas;\n } catch (err) {\n return null;\n }\n }\n\n static GetCtx() {\n if (!ConicalCanvas.ctx) {\n const conicalCanvas = ConicalCanvas.GetCanvas();\n ConicalCanvas.ctx = conicalCanvas.getContext('2d');\n }\n return ConicalCanvas.ctx;\n }\n}\n\n// todo 目前环形渐变缓存还是依赖于x和y,后续优化环形渐变\nexport class ColorInterpolate extends LRU {\n private readonly rgbaSet: Uint8ClampedArray;\n private cacheParams: {\n CLEAN_THRESHOLD?: number;\n L_TIME?: number;\n R_COUNT?: number;\n R_TIMESTAMP_MAX_SIZE?: number;\n } = { CLEAN_THRESHOLD: 100, L_TIME: 1e3 };\n static _instance: ColorInterpolate;\n\n static getInstance() {\n if (!ColorInterpolate._instance) {\n ColorInterpolate._instance = new ColorInterpolate();\n }\n return ColorInterpolate._instance;\n }\n\n constructor(stops: [number, string][] = [], precision = 100) {\n super();\n const canvas = ConicalCanvas.GetCanvas();\n const conicalCtx = ConicalCanvas.GetCtx();\n canvas.width = precision;\n canvas.height = 1;\n if (!conicalCtx) {\n return;\n }\n conicalCtx.translate(0, 0);\n if (!conicalCtx) {\n throw new Error('获取ctx发生错误');\n }\n\n const gradient = conicalCtx.createLinearGradient(0, 0, precision, 0);\n stops.forEach(stop => {\n gradient.addColorStop(stop[0], stop[1]);\n });\n\n conicalCtx.fillStyle = gradient;\n conicalCtx.fillRect(0, 0, precision, 1);\n\n this.rgbaSet = conicalCtx.getImageData(0, 0, precision, 1).data;\n }\n\n getColor(offset: number): string {\n const rgba = this.rgbaSet.slice(4 * offset, 4 * offset + 4);\n return `rgba(${rgba[0]}, ${rgba[1]}, ${rgba[2]}, ${rgba[3] / 255})`;\n }\n\n dataMap: Map<string, { data: ColorInterpolate; timestamp: number[] }> = new Map();\n // static lastCache: {\n // stops: [number, string][],\n // precision: number,\n // colorInter: ColorInterpolate,\n // step: number,\n // stepNum: number,\n // r: number,\n // lineWidth: number,\n // } | null = null;\n\n GetOrCreate(x: number, y: number, w: number, h: number, stops: [number, string][] = [], precision = 100) {\n let str = `${x}${y}${w}${h}`;\n stops.forEach(item => (str += item.join()));\n str += precision;\n let colorInter = this.dataMap.get(str);\n if (!colorInter) {\n const data = new ColorInterpolate(stops, precision);\n colorInter = { data, timestamp: [] };\n this.addLimitedTimestamp(colorInter, Date.now(), {});\n this.dataMap.set(str, colorInter);\n }\n this.clearCache(this.dataMap, this.cacheParams);\n return colorInter.data;\n }\n}\n\nclass ConicalPatternStore {\n private static cache: {\n [key: string]: {\n width: number;\n height: number;\n pattern: CanvasPattern;\n }[];\n } = {};\n private static ImageSize = [20, 40, 80, 160, 320, 640, 1280, 2560];\n\n static GetSize(minSize: number): number {\n for (let i = 0; i < ConicalPatternStore.ImageSize.length; i++) {\n if (ConicalPatternStore.ImageSize[i] >= minSize) {\n return ConicalPatternStore.ImageSize[i];\n }\n }\n return minSize;\n }\n\n static Get(\n stops: Array<[number, string]>,\n x: number,\n y: number,\n startAngle: number,\n endAngle: number,\n w: number,\n h: number\n ): CanvasPattern | null {\n const key = ConicalPatternStore.GenKey(stops, x, y, startAngle, endAngle);\n const data = ConicalPatternStore.cache[key];\n if (!data || data.length === 0) {\n return null;\n }\n for (let i = 0; i < data.length; i++) {\n if (data[i].width >= w && data[i].height >= h) {\n return data[i].pattern;\n }\n }\n return null;\n }\n\n static Set(\n stops: Array<[number, string]>,\n x: number,\n y: number,\n startAngle: number,\n endAngle: number,\n pattern: CanvasPattern,\n w: number,\n h: number\n ) {\n const key = ConicalPatternStore.GenKey(stops, x, y, startAngle, endAngle);\n // 必然是顺序的,因为如果能get到的话就不需要set\n if (!ConicalPatternStore.cache[key]) {\n ConicalPatternStore.cache[key] = [\n {\n width: w,\n height: h,\n pattern\n }\n ];\n } else {\n ConicalPatternStore.cache[key].push({\n width: w,\n height: h,\n pattern\n });\n }\n }\n\n static GenKey(stops: Array<[number, string]>, x: number, y: number, startAngle: number, endAngle: number): string {\n return `${x},${y},${startAngle},${endAngle},${stops.join()}`;\n }\n}\n\nexport function getConicGradientAt(x: number, y: number, angle: number, color: IConicalGradient) {\n const { stops, startAngle, endAngle } = color;\n\n while (angle < 0) {\n angle += pi2;\n }\n while (angle > pi2) {\n angle -= pi2;\n }\n\n if (angle < startAngle) {\n return stops[0].color;\n }\n if (angle > endAngle) {\n return stops[0].color;\n }\n let percent = (angle - startAngle) / (endAngle - startAngle);\n let startStop: any;\n let endStop: any;\n for (let i = 0; i < stops.length; i++) {\n if (stops[i].offset >= percent) {\n startStop = stops[i - 1];\n endStop = stops[i];\n break;\n }\n }\n percent = (percent - startStop.offset) / (endStop.offset - startStop.offset);\n return interpolateColor(startStop.color, endStop.color, percent, false);\n}\n\n/**\n * 环形渐变效果\n * @param context\n * @param stops\n * @param x\n * @param y\n * @param deltaAngle 用于细分出颜色插值数组[start,,,,,,end, (没有用到的颜色)]\n * @param startAngle 实际开始的angle\n * @param endAngle 实际结束的angle\n * @param minW\n * @param minH\n * @returns\n */\nexport function createConicalGradient(\n context: IContext2d,\n stops: Array<[number, string]>,\n x: number,\n y: number,\n deltaAngle: number,\n startAngle: number,\n endAngle: number,\n minW: number,\n minH: number\n): null | CanvasPattern {\n const deltaDeg = Math.floor((deltaAngle * 180) / Math.PI);\n\n const conicalCanvas = ConicalCanvas.GetCanvas();\n const conicalCtx = ConicalCanvas.GetCtx();\n\n if (!conicalCtx) {\n return null;\n }\n const width = ConicalPatternStore.GetSize(minW);\n const height = ConicalPatternStore.GetSize(minH);\n let pattern = ConicalPatternStore.Get(stops, x, y, startAngle, endAngle, width, height);\n if (pattern) {\n return pattern;\n }\n\n const r = Math.sqrt(\n Math.max(\n Math.max(Math.pow(x, 2) + Math.pow(y, 2), Math.pow(width - x, 2) + Math.pow(y, 2)),\n Math.max(Math.pow(width - x, 2) + Math.pow(height - y, 2), Math.pow(x, 2) + Math.pow(height - y, 2))\n )\n );\n // 每一度一个三角形\n const stepNum = deltaDeg + 1;\n const step = deltaAngle / Math.max(1, stepNum - 1);\n const colorInter = ColorInterpolate.getInstance().GetOrCreate(x, y, width, height, stops, stepNum);\n\n const lineWidth = (2 * Math.PI * r) / 360;\n\n conicalCanvas.width = width;\n conicalCanvas.height = height;\n conicalCtx.setTransform(1, 0, 0, 1, 0, 0);\n conicalCtx.clearRect(0, 0, width, height);\n conicalCtx.translate(x, y);\n conicalCtx.rotate(startAngle);\n for (let i = 0, len = stepNum - 1; i < len; i++) {\n if (startAngle + i * step > endAngle) {\n break;\n }\n const color = colorInter.getColor(i);\n conicalCtx.beginPath();\n conicalCtx.rotate(step);\n conicalCtx.moveTo(0, 0);\n conicalCtx.lineTo(r, -2 * lineWidth);\n conicalCtx.lineTo(r, 0);\n conicalCtx.fillStyle = color;\n conicalCtx.closePath();\n conicalCtx.fill();\n }\n\n const imageData = conicalCtx.getImageData(0, 0, width, height);\n\n conicalCanvas.width = imageData.width;\n conicalCanvas.height = imageData.height;\n conicalCtx.putImageData(imageData, 0, 0);\n pattern = context.createPattern(conicalCanvas, 'no-repeat');\n pattern && ConicalPatternStore.Set(stops, x, y, startAngle, endAngle, pattern, width, height);\n return pattern;\n}\n"]}
@@ -6,6 +6,8 @@ import { divideCubic } from "./segment/curve/cubic-bezier";
6
6
 
7
7
  import { divideLinear } from "./segment/curve/line";
8
8
 
9
+ import { drawSegItem } from "./render-utils";
10
+
9
11
  export function drawAreaSegments(path, segPath, percent, params) {
10
12
  var _a;
11
13
  const {drawConnect: drawConnect = !1, mode: mode = "none"} = params || {};
@@ -119,16 +121,4 @@ function drawAreaBlock(path, topList, bottomList, params) {
119
121
  }
120
122
  path.closePath();
121
123
  }
122
-
123
- function drawSegItem(ctx, curve, endPercent, params) {
124
- if (!curve.p1) return;
125
- const {offsetX: offsetX = 0, offsetY: offsetY = 0, offsetZ: offsetZ = 0} = params || {};
126
- if (1 === endPercent) curve.p2 && curve.p3 ? ctx.bezierCurveTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetX + curve.p2.x, offsetY + curve.p2.y, offsetX + curve.p3.x, offsetY + curve.p3.y, offsetZ) : ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ); else if (curve.p2 && curve.p3) {
127
- const [curve1] = divideCubic(curve, endPercent);
128
- ctx.bezierCurveTo(offsetX + curve1.p1.x, offsetY + curve1.p1.y, offsetX + curve1.p2.x, offsetY + curve1.p2.y, offsetX + curve1.p3.x, offsetY + curve1.p3.y, offsetZ);
129
- } else {
130
- const p = curve.getPointAt(endPercent);
131
- ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);
132
- }
133
- }
134
124
  //# sourceMappingURL=render-area.js.map
@@ -1 +1 @@
1
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport type { IAreaCacheItem, ICubicBezierCurve, ICurve, IDirection, ILineCurve, IPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\nimport { divideLinear } from './segment/curve/line';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawAreaSegments(\n path: IPath2D,\n segPath: IAreaCacheItem,\n percent: number,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n direction?: IDirection;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { drawConnect = false, mode = 'none' } = params || {};\n if (drawConnect && mode === 'none') {\n return;\n }\n // let needMoveTo: boolean = true;\n const { top, bottom } = segPath;\n // 如果top和bottom的curves数量不同,那么就跳过\n if (top.curves.length !== bottom.curves.length) {\n return;\n }\n if (percent >= 1) {\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let lastDefined: boolean = true;\n if (drawConnect) {\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n const n = top.curves.length;\n top.curves.forEach((curve, i) => {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = curve;\n let currentBottomCurve = bototmCurve;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n lastBottomCurve = bototmCurve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n currentTopCurve = lastCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = curve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastCurve = curve;\n });\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n }\n }\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let { direction } = params || {};\n const { curves: topCurves } = top;\n const endP = topCurves[topCurves.length - 1].p3 ?? topCurves[topCurves.length - 1].p1;\n const xTotalLength = abs(endP.x - topCurves[0].p0.x);\n const yTotalLength = abs(endP.y - 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i < n; i++) {\n // const curve = curves[i];\n // const curCurveLength = curve.getLength();\n // const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n // drawedLengthUntilLast += curCurveLength;\n // if (_p < 0) {\n // break;\n // }\n\n // // 跳过这个点\n // if (!curve.defined()) {\n // needMoveTo = true;\n // continue;\n // }\n // if (needMoveTo) {\n // path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY);\n // }\n // drawSegItem(path, curve, min(_p, 1), params);\n // needMoveTo = false;\n // }\n}\n\nfunction drawAreaConnectBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n if (topList.length < 2) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode } = params || {};\n let curve = topList[0];\n // mode不支持zero\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = topList[topList.length - 1];\n let end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n curve = bottomList[bottomList.length - 1];\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = bottomList[0];\n end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n path.closePath();\n}\n\nfunction drawAreaBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n let needMoveTo = true;\n topList.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n needMoveTo = true;\n for (let i = bottomList.length - 1; i >= 0; i--) {\n const curve = bottomList[i];\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n // bottom需要直接line绘制\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n }\n path.closePath();\n}\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nfunction drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
1
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type { IPoint } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport type { IAreaCacheItem, ICubicBezierCurve, ICurve, IDirection, ILineCurve, IPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\nimport { divideLinear } from './segment/curve/line';\nimport { drawSegItem } from './render-utils';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawAreaSegments(\n path: IPath2D,\n segPath: IAreaCacheItem,\n percent: number,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n direction?: IDirection;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { drawConnect = false, mode = 'none' } = params || {};\n if (drawConnect && mode === 'none') {\n return;\n }\n // let needMoveTo: boolean = true;\n const { top, bottom } = segPath;\n // 如果top和bottom的curves数量不同,那么就跳过\n if (top.curves.length !== bottom.curves.length) {\n return;\n }\n if (percent >= 1) {\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let lastDefined: boolean = true;\n if (drawConnect) {\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n const n = top.curves.length;\n top.curves.forEach((curve, i) => {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = curve;\n let currentBottomCurve = bototmCurve;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n lastBottomCurve = bototmCurve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n currentTopCurve = lastCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = curve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastCurve = curve;\n });\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n }\n }\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let { direction } = params || {};\n const { curves: topCurves } = top;\n const endP = topCurves[topCurves.length - 1].p3 ?? topCurves[topCurves.length - 1].p1;\n const xTotalLength = abs(endP.x - topCurves[0].p0.x);\n const yTotalLength = abs(endP.y - topCurves[0].p0.y);\n direction = direction ?? (xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN);\n if (!Number.isFinite(xTotalLength)) {\n direction = Direction.COLUMN;\n }\n if (!Number.isFinite(yTotalLength)) {\n direction = Direction.ROW;\n }\n\n // x和y必须始终保持同方向\n // 整个线段的总长度(基于水平、垂直方向)\n const totalLength: number = direction === Direction.ROW ? xTotalLength : yTotalLength;\n\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let lastDefined: boolean = true;\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let defined0 = true;\n let lastTopCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n const curCurveLength = topCurve.getLength(direction);\n const percent = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n if (percent < 0) {\n break;\n }\n drawedLengthUntilLast += curCurveLength;\n\n if (drawConnect) {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = topCurve;\n let currentBottomCurve = bototmCurve;\n if (topCurve.originP1 === topCurve.originP2) {\n lastTopCurve = topCurve;\n lastBottomCurve = bototmCurve;\n continue;\n }\n if (lastTopCurve && lastTopCurve.originP1 === lastTopCurve.originP2) {\n currentTopCurve = lastTopCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (topCurve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = topCurve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = topCurve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || topCurve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || topCurve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastTopCurve = topCurve;\n // drawAreaBlock(path, topList, bottomList, params);\n } else {\n let tc: ICurve<IPoint> | null = null;\n let bc: ICurve<IPoint> | null = null;\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n }\n\n if (tc && bc) {\n if (percent < 1) {\n if (tc.p2 && tc.p3) {\n tc = divideCubic(tc as ICubicBezierCurve, percent)[0];\n } else {\n tc = divideLinear(tc as ILineCurve, percent)[0];\n }\n if (bc.p2 && bc.p3) {\n bc = divideCubic(bc as ICubicBezierCurve, 1 - percent)[1];\n } else {\n bc = divideLinear(bc as ILineCurve, 1 - percent)[1];\n }\n }\n tc.defined = lastDefined;\n bc.defined = lastDefined;\n topList.push(tc);\n bottomList.push(bc);\n }\n\n tc = null;\n bc = null;\n }\n }\n\n if (drawConnect) {\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n // const totalLength = segPath.tryUpdateLength();\n\n // // 直到上次绘制的长度\n // let drawedLengthUntilLast = 0;\n // for (let i = 0, n = curves.length; i < n; i++) {\n // const curve = curves[i];\n // const curCurveLength = curve.getLength();\n // const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n // drawedLengthUntilLast += curCurveLength;\n // if (_p < 0) {\n // break;\n // }\n\n // // 跳过这个点\n // if (!curve.defined()) {\n // needMoveTo = true;\n // continue;\n // }\n // if (needMoveTo) {\n // path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY);\n // }\n // drawSegItem(path, curve, min(_p, 1), params);\n // needMoveTo = false;\n // }\n}\n\nfunction drawAreaConnectBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n if (topList.length < 2) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode } = params || {};\n let curve = topList[0];\n // mode不支持zero\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = topList[topList.length - 1];\n let end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n curve = bottomList[bottomList.length - 1];\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = bottomList[0];\n end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n path.closePath();\n}\n\nfunction drawAreaBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n let needMoveTo = true;\n topList.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n needMoveTo = true;\n for (let i = bottomList.length - 1; i >= 0; i--) {\n const curve = bottomList[i];\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n // bottom需要直接line绘制\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n }\n path.closePath();\n}\n"]}
@@ -2,7 +2,7 @@ import { min } from "@visactor/vutils";
2
2
 
3
3
  import { Direction } from "./enums";
4
4
 
5
- import { divideCubic } from "./segment/curve/cubic-bezier";
5
+ import { drawSegItem } from "./render-utils";
6
6
 
7
7
  export function drawSegments(path, segPath, percent, clipRangeByDimension, params) {
8
8
  var _a;
@@ -103,16 +103,4 @@ export function drawIncrementalAreaSegments(path, lastSeg, segments, params) {
103
103
  path.closePath();
104
104
  }));
105
105
  }
106
-
107
- function drawSegItem(ctx, curve, endPercent, params) {
108
- if (!curve.p1) return;
109
- const {offsetX: offsetX = 0, offsetY: offsetY = 0, offsetZ: offsetZ = 0} = params || {};
110
- if (1 === endPercent) curve.p2 && curve.p3 ? ctx.bezierCurveTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetX + curve.p2.x, offsetY + curve.p2.y, offsetX + curve.p3.x, offsetY + curve.p3.y, offsetZ) : ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ); else if (curve.p2 && curve.p3) {
111
- const [curve1] = divideCubic(curve, endPercent);
112
- ctx.bezierCurveTo(offsetX + curve1.p1.x, offsetY + curve1.p1.y, offsetX + curve1.p2.x, offsetY + curve1.p2.y, offsetX + curve1.p3.x, offsetY + curve1.p3.y, offsetZ);
113
- } else {
114
- const p = curve.getPointAt(endPercent);
115
- ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);
116
- }
117
- }
118
106
  //# sourceMappingURL=render-curve.js.map
@@ -1 +1 @@
1
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { last, min } from '@visactor/vutils';\n\nimport type {\n IAreaSegment,\n IClipRangeByDimensionType,\n ICubicBezierCurve,\n ICurve,\n IDirection,\n IPath2D,\n ISegment,\n ISegPath2D\n} from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawSegments(\n path: IPath2D,\n segPath: ISegPath2D,\n percent: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const {\n offsetX = 0,\n offsetY = 0,\n offsetZ = 0,\n mode = 'none',\n drawConnect = false,\n zeroX = 0,\n zeroY = 0\n } = params || {};\n // none的connect不需要draw\n if (drawConnect && mode === 'none') {\n return;\n }\n if (!segPath) {\n return;\n }\n let needMoveTo: boolean = true;\n const { curves } = segPath;\n if (percent >= 1) {\n if (drawConnect) {\n // return;\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n curves.forEach((curve, i) => {\n // step的逻辑\n let p0 = curve.p0;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n if (originP1 && originP1.defined !== false) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n lastCurve = curve;\n });\n } else {\n curves.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let direction: IDirection | undefined;\n\n if (clipRangeByDimension === 'x') {\n direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n direction = segPath.direction;\n }\n\n // 整个线段的总长度\n const totalLength = segPath.tryUpdateLength(direction);\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let defined0 = true;\n let lastCurve: ICurve<IPoint> = null;\n for (let i = 0, n = curves.length; i < n; i++) {\n const curve = curves[i];\n const curCurveLength = curve.getLength(direction);\n const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n drawedLengthUntilLast += curCurveLength;\n if (_p < 0) {\n break;\n }\n\n if (drawConnect) {\n // step的逻辑\n let p0 = curve.p0;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n continue;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n if (originP1 && originP1.defined !== false) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n lastCurve = curve;\n } else {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, min(_p, 1), params);\n needMoveTo = false;\n }\n }\n}\n\nexport function drawIncrementalSegments(\n path: IPath2D,\n lastSeg: ISegment,\n segments: ISegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const startP = lastSeg ? lastSeg.points[lastSeg.points.length - 1] : segments.points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n segments.points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n}\n\nexport function drawIncrementalAreaSegments(\n path: IPath2D,\n lastSeg: IAreaSegment,\n segments: IAreaSegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const { points } = segments;\n // 分段\n const definedPointsList: IPointLike[][] = [];\n let lastIdx = 0;\n for (let i = 0; i < points.length; i++) {\n if (points[i].defined === false) {\n if (lastIdx + 1 !== i) {\n definedPointsList.slice(lastIdx, i);\n }\n lastIdx = i;\n }\n }\n definedPointsList.length === 0;\n definedPointsList.push(points);\n definedPointsList.forEach((points, i) => {\n const startP = lastSeg && i === 0 ? lastSeg.points[lastSeg.points.length - 1] : points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n // 绘制上层\n points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n // 绘制下层\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n path.lineTo(p.x1 ?? p.x, p.y1 ?? p.y);\n }\n path.lineTo(startP.x1 ?? startP.x, startP.y1 ?? startP.y);\n path.closePath();\n });\n}\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nfunction drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
1
+ 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { min } from '@visactor/vutils';\nimport type {\n IAreaSegment,\n IClipRangeByDimensionType,\n ICurve,\n IDirection,\n IPath2D,\n ISegment,\n ISegPath2D\n} from '../interface';\nimport { Direction } from './enums';\nimport { drawSegItem } from './render-utils';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawSegments(\n path: IPath2D,\n segPath: ISegPath2D,\n percent: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const {\n offsetX = 0,\n offsetY = 0,\n offsetZ = 0,\n mode = 'none',\n drawConnect = false,\n zeroX = 0,\n zeroY = 0\n } = params || {};\n // none的connect不需要draw\n if (drawConnect && mode === 'none') {\n return;\n }\n if (!segPath) {\n return;\n }\n let needMoveTo: boolean = true;\n const { curves } = segPath;\n if (percent >= 1) {\n if (drawConnect) {\n // return;\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n curves.forEach((curve, i) => {\n // step的逻辑\n let p0 = curve.p0;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n if (originP1 && originP1.defined !== false) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n lastCurve = curve;\n });\n } else {\n curves.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let direction: IDirection | undefined;\n\n if (clipRangeByDimension === 'x') {\n direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n direction = segPath.direction;\n }\n\n // 整个线段的总长度\n const totalLength = segPath.tryUpdateLength(direction);\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let defined0 = true;\n let lastCurve: ICurve<IPoint> = null;\n for (let i = 0, n = curves.length; i < n; i++) {\n const curve = curves[i];\n const curCurveLength = curve.getLength(direction);\n const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n drawedLengthUntilLast += curCurveLength;\n if (_p < 0) {\n break;\n }\n\n if (drawConnect) {\n // step的逻辑\n let p0 = curve.p0;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n continue;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n if (originP1 && originP1.defined !== false) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n lastCurve = curve;\n } else {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, min(_p, 1), params);\n needMoveTo = false;\n }\n }\n}\n\nexport function drawIncrementalSegments(\n path: IPath2D,\n lastSeg: ISegment,\n segments: ISegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const startP = lastSeg ? lastSeg.points[lastSeg.points.length - 1] : segments.points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n segments.points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n}\n\nexport function drawIncrementalAreaSegments(\n path: IPath2D,\n lastSeg: IAreaSegment,\n segments: IAreaSegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const { points } = segments;\n // 分段\n const definedPointsList: IPointLike[][] = [];\n let lastIdx = 0;\n for (let i = 0; i < points.length; i++) {\n if (points[i].defined === false) {\n if (lastIdx + 1 !== i) {\n definedPointsList.slice(lastIdx, i);\n }\n lastIdx = i;\n }\n }\n definedPointsList.length === 0;\n definedPointsList.push(points);\n definedPointsList.forEach((points, i) => {\n const startP = lastSeg && i === 0 ? lastSeg.points[lastSeg.points.length - 1] : points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n // 绘制上层\n points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n // 绘制下层\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n path.lineTo(p.x1 ?? p.x, p.y1 ?? p.y);\n }\n path.lineTo(startP.x1 ?? startP.x, startP.y1 ?? startP.y);\n path.closePath();\n });\n}\n"]}
@@ -0,0 +1,10 @@
1
+ import type { IPoint } from '@visactor/vutils';
2
+ import type { ICurve, IPath2D } from '../interface';
3
+ export declare function drawSegItem(ctx: IPath2D, curve: ICurve<IPoint>, endPercent: number, params?: {
4
+ startLenPercent?: number;
5
+ endLenPercent?: number;
6
+ start?: number;
7
+ offsetX?: number;
8
+ offsetY?: number;
9
+ offsetZ?: number;
10
+ }): void;
@@ -0,0 +1,14 @@
1
+ import { divideCubic } from "./segment/curve/cubic-bezier";
2
+
3
+ export function drawSegItem(ctx, curve, endPercent, params) {
4
+ if (!curve.p1) return;
5
+ const {offsetX: offsetX = 0, offsetY: offsetY = 0, offsetZ: offsetZ = 0} = params || {};
6
+ if (1 === endPercent) curve.p2 && curve.p3 ? ctx.bezierCurveTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetX + curve.p2.x, offsetY + curve.p2.y, offsetX + curve.p3.x, offsetY + curve.p3.y, offsetZ) : ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ); else if (curve.p2 && curve.p3) {
7
+ const [curve1] = divideCubic(curve, endPercent);
8
+ ctx.bezierCurveTo(offsetX + curve1.p1.x, offsetY + curve1.p1.y, offsetX + curve1.p2.x, offsetY + curve1.p2.y, offsetX + curve1.p3.x, offsetY + curve1.p3.y, offsetZ);
9
+ } else {
10
+ const p = curve.getPointAt(endPercent);
11
+ ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);
12
+ }
13
+ }
14
+ //# sourceMappingURL=render-utils.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/common/render-utils.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAQ3D,MAAM,UAAU,WAAW,CACzB,GAAY,EACZ,KAAqB,EACrB,UAAkB,EAClB,MAOC;IAED,IAAI,CAAC,KAAK,CAAC,EAAE,EAAE;QACb,OAAO;KACR;IACD,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,MAAM,IAAI,EAAE,CAAC;IAG/D,IAAI,UAAU,KAAK,CAAC,EAAE;QACpB,IAAI,KAAK,CAAC,EAAE,IAAI,KAAK,CAAC,EAAE,EAAE;YACxB,GAAG,CAAC,aAAa,CACf,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EACpB,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EACpB,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EACpB,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EACpB,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EACpB,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EACpB,OAAO,CACR,CAAC;SACH;aAAM;YAEL,GAAG,CAAC,MAAM,CAAC,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EAAE,OAAO,GAAG,KAAK,CAAC,EAAE,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;SACjE;KACF;SAAM;QAEL,IAAI,KAAK,CAAC,EAAE,IAAI,KAAK,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,MAAM,CAAC,GAAG,WAAW,CAAC,KAA0B,EAAE,UAAU,CAAC,CAAC;YACrE,GAAG,CAAC,aAAa,CACf,OAAO,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,EACrB,OAAO,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,EACrB,OAAO,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,EACrB,OAAO,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,EACrB,OAAO,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,EACrB,OAAO,GAAG,MAAM,CAAC,EAAE,CAAC,CAAC,EACrB,OAAO,CACR,CAAC;SACH;aAAM;YAEL,MAAM,CAAC,GAAG,KAAK,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;YACvC,GAAG,CAAC,MAAM,CAAC,OAAO,GAAG,CAAC,CAAC,CAAC,EAAE,OAAO,GAAG,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;SACnD;KACF;AACH,CAAC","file":"render-utils.js","sourcesContent":["import type { IPoint } from '@visactor/vutils';\nimport type { ICubicBezierCurve, ICurve, IPath2D } from '../interface';\nimport { divideCubic } from './segment/curve/cubic-bezier';\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nexport function drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
@@ -90,5 +90,4 @@ export class ReflectSegContext extends SegContext {
90
90
  clear() {
91
91
  return super.clear();
92
92
  }
93
- }
94
- //# sourceMappingURL=seg-context.js.map
93
+ }
@@ -1,12 +1,6 @@
1
- import { abs } from "@visactor/vutils";
2
-
3
1
  import { genLinearSegments } from "./linear";
4
2
 
5
- import { genCurveSegments } from "./common";
6
-
7
- import { SegContext } from "../seg-context";
8
-
9
- import { Direction } from "../enums";
3
+ import { genCurveSegments, genSegContext } from "./common";
10
4
 
11
5
  export function point(curveClass, x, y, defined, p) {
12
6
  curveClass.context.bezierCurveTo((2 * curveClass._x0 + curveClass._x1) / 3, (2 * curveClass._y0 + curveClass._y1) / 3, (curveClass._x0 + 2 * curveClass._x1) / 3, (curveClass._y0 + 2 * curveClass._y1) / 3, (curveClass._x0 + 4 * curveClass._x1 + x) / 6, (curveClass._y0 + 4 * curveClass._y1 + y) / 6, defined, curveClass.lastPoint1);
@@ -60,7 +54,7 @@ export function genBasisSegments(points, params = {}) {
60
54
  const {direction: direction, startPoint: startPoint} = params;
61
55
  if (points.length < 2 - Number(!!startPoint)) return null;
62
56
  if (points.length < 3 - Number(!!startPoint)) return genLinearSegments(points, params);
63
- const segContext = new SegContext("basis", null != direction ? direction : abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y) ? Direction.ROW : Direction.COLUMN);
57
+ const segContext = genSegContext("basis", direction, points);
64
58
  return genBasisTypeSegments(new Basis(segContext, startPoint), points), segContext;
65
59
  }
66
60
  //# sourceMappingURL=basis.js.map
@@ -1 +1 @@
1
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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/basis.js\nexport function point(curveClass: Basis, x: number, y: number, defined: boolean, p: IPointLike) {\n curveClass.context.bezierCurveTo(\n (2 * curveClass._x0 + curveClass._x1) / 3,\n (2 * curveClass._y0 + curveClass._y1) / 3,\n (curveClass._x0 + 2 * curveClass._x1) / 3,\n (curveClass._y0 + 2 * curveClass._y1) / 3,\n (curveClass._x0 + 4 * curveClass._x1 + x) / 6,\n (curveClass._y0 + 4 * curveClass._y1 + y) / 6,\n defined,\n curveClass.lastPoint1\n );\n}\n\nexport class Basis implements ICurvedSegment {\n private _lastDefined1?: boolean;\n private _lastDefined2?: boolean;\n declare context: ISegPath2D;\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 = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n switch (this._point) {\n case 2:\n point(\n this,\n this._x1 * 6 - (this._x0 + 4 * this._x1),\n this._y1 * 6 - (this._y0 + 4 * this._y1),\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n this.lastPoint1\n ); // falls through\n // case 2: this.context.lineTo(this._x1, this._y1); 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 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._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: this._point = 3; this.context.lineTo((5 * this._x0 + this._x1) / 6, (5 * this._y0 + this._y1) / 6, i, defined1, defined2); // falls through\n default:\n point(this, x, y, this._lastDefined1 !== false && this._lastDefined2 !== false, p);\n break;\n }\n (this._x0 = this._x1), (this._x1 = x);\n (this._y0 = this._y1), (this._y1 = y);\n this._lastDefined1 = this._lastDefined2;\n this._lastDefined2 = p.defined;\n this.lastPoint0 = this.lastPoint1;\n this.lastPoint1 = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport function genBasisTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 2);\n}\n\nexport function genBasisSegments(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 SegContext(\n 'basis',\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 basis = new Basis(segContext, startPoint);\n\n genBasisTypeSegments(basis, points);\n\n return segContext;\n}\n"]}
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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/basis.js\nexport function point(curveClass: Basis, x: number, y: number, defined: boolean, p: IPointLike) {\n curveClass.context.bezierCurveTo(\n (2 * curveClass._x0 + curveClass._x1) / 3,\n (2 * curveClass._y0 + curveClass._y1) / 3,\n (curveClass._x0 + 2 * curveClass._x1) / 3,\n (curveClass._y0 + 2 * curveClass._y1) / 3,\n (curveClass._x0 + 4 * curveClass._x1 + x) / 6,\n (curveClass._y0 + 4 * curveClass._y1 + y) / 6,\n defined,\n curveClass.lastPoint1\n );\n}\n\nexport class Basis implements ICurvedSegment {\n private _lastDefined1?: boolean;\n private _lastDefined2?: boolean;\n declare context: ISegPath2D;\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 = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n switch (this._point) {\n case 2:\n point(\n this,\n this._x1 * 6 - (this._x0 + 4 * this._x1),\n this._y1 * 6 - (this._y0 + 4 * this._y1),\n this._lastDefined1 !== false && this._lastDefined2 !== false,\n this.lastPoint1\n ); // falls through\n // case 2: this.context.lineTo(this._x1, this._y1); 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 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._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: this._point = 3; this.context.lineTo((5 * this._x0 + this._x1) / 6, (5 * this._y0 + this._y1) / 6, i, defined1, defined2); // falls through\n default:\n point(this, x, y, this._lastDefined1 !== false && this._lastDefined2 !== false, p);\n break;\n }\n (this._x0 = this._x1), (this._x1 = x);\n (this._y0 = this._y1), (this._y1 = y);\n this._lastDefined1 = this._lastDefined2;\n this._lastDefined2 = p.defined;\n this.lastPoint0 = this.lastPoint1;\n this.lastPoint1 = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport function genBasisTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 2);\n}\n\nexport function genBasisSegments(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\n const segContext = genSegContext('basis', direction, points);\n\n const basis = new Basis(segContext, startPoint);\n\n genBasisTypeSegments(basis, points);\n\n return segContext;\n}\n"]}
@@ -1,3 +1,6 @@
1
- import type { IPointLike } from '@visactor/vutils';
1
+ import { type IPointLike } from '@visactor/vutils';
2
2
  import type { ILinearSegment } from '../../interface/curve';
3
+ import type { ICurveType, IDirection } from '../../interface';
4
+ import { SegContext } from '../seg-context';
3
5
  export declare function genCurveSegments(path: ILinearSegment, points: IPointLike[], step?: number): void;
6
+ export declare function genSegContext(curveType: ICurveType, direction: IDirection, points: IPointLike[]): SegContext;
@@ -1,6 +1,17 @@
1
+ import { abs } from "@visactor/vutils";
2
+
3
+ import { ReflectSegContext, SegContext } from "../seg-context";
4
+
5
+ import { Direction } from "../enums";
6
+
1
7
  export function genCurveSegments(path, points, step = 1) {
2
8
  let defined0 = !1;
3
9
  for (let i = 0, n = points.length; i <= n; i++) i >= n === defined0 && ((defined0 = !defined0) ? path.lineStart() : path.lineEnd()),
4
10
  defined0 && path.point(points[i]);
5
11
  }
12
+
13
+ export function genSegContext(curveType, direction, points) {
14
+ const curveDirection = null != direction ? direction : abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y) ? Direction.ROW : Direction.COLUMN;
15
+ return "monotoneY" === curveType ? new ReflectSegContext(curveType, curveDirection) : new SegContext(curveType, curveDirection);
16
+ }
6
17
  //# sourceMappingURL=common.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/common/segment/common.ts"],"names":[],"mappings":"AA0BA,MAAM,UAAU,gBAAgB,CAAC,IAAoB,EAAE,MAAoB,EAAE,OAAe,CAAC;IAC3F,IAAI,QAAQ,GAAG,KAAK,CAAC;IACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;QAC9C,IAAI,CAAC,IAAI,CAAC,KAAK,QAAQ,EAAE;YACvB,IAAI,CAAC,QAAQ,GAAG,CAAC,QAAQ,CAAC,EAAE;gBAC1B,IAAI,CAAC,SAAS,EAAE,CAAC;aAClB;iBAAM;gBACL,IAAI,CAAC,OAAO,EAAE,CAAC;aAChB;SACF;QACD,IAAI,QAAQ,EAAE;YACZ,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;SACvB;KACF;AACH,CAAC","file":"common.js","sourcesContent":["import type { IPointLike } from '@visactor/vutils';\nimport type { ILinearSegment } 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/**\n * 公用的绘制curve的方法\n * @param path\n * @param points\n * @param step\n */\nexport function genCurveSegments(path: ILinearSegment, points: IPointLike[], step: number = 1): void {\n let defined0 = false;\n for (let i = 0, n = points.length; i <= n; i++) {\n if (i >= n === defined0) {\n if ((defined0 = !defined0)) {\n path.lineStart();\n } else {\n path.lineEnd();\n }\n }\n if (defined0) {\n path.point(points[i]);\n }\n }\n}\n"]}
1
+ {"version":3,"sources":["../src/common/segment/common.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,GAAG,EAAmB,MAAM,kBAAkB,CAAC;AAGxD,OAAO,EAAE,iBAAiB,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAC/D,OAAO,EAAE,SAAS,EAAE,MAAM,UAAU,CAAC;AAyBrC,MAAM,UAAU,gBAAgB,CAAC,IAAoB,EAAE,MAAoB,EAAE,OAAe,CAAC;IAC3F,IAAI,QAAQ,GAAG,KAAK,CAAC;IACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,EAAE;QAC9C,IAAI,CAAC,IAAI,CAAC,KAAK,QAAQ,EAAE;YACvB,IAAI,CAAC,QAAQ,GAAG,CAAC,QAAQ,CAAC,EAAE;gBAC1B,IAAI,CAAC,SAAS,EAAE,CAAC;aAClB;iBAAM;gBACL,IAAI,CAAC,OAAO,EAAE,CAAC;aAChB;SACF;QACD,IAAI,QAAQ,EAAE;YACZ,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;SACvB;KACF;AACH,CAAC;AAED,MAAM,UAAU,aAAa,CAAC,SAAqB,EAAE,SAAqB,EAAE,MAAoB;IAC9F,MAAM,cAAc,GAClB,SAAS,aAAT,SAAS,cAAT,SAAS,GACT,CAAC,GAAG,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9F,CAAC,CAAC,SAAS,CAAC,GAAG;QACf,CAAC,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC;IAExB,IAAI,SAAS,KAAK,WAAW,EAAE;QAC7B,OAAO,IAAI,iBAAiB,CAAC,SAAS,EAAE,cAAc,CAAC,CAAC;KACzD;IAED,OAAO,IAAI,UAAU,CAAC,SAAS,EAAE,cAAc,CAAC,CAAC;AACnD,CAAC","file":"common.js","sourcesContent":["import { abs, type IPointLike } from '@visactor/vutils';\nimport type { ILinearSegment } from '../../interface/curve';\nimport type { ICurveType, IDirection } from '../../interface';\nimport { ReflectSegContext, SegContext } from '../seg-context';\nimport { Direction } from '../enums';\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/**\n * 公用的绘制curve的方法\n * @param path\n * @param points\n * @param step\n */\nexport function genCurveSegments(path: ILinearSegment, points: IPointLike[], step: number = 1): void {\n let defined0 = false;\n for (let i = 0, n = points.length; i <= n; i++) {\n if (i >= n === defined0) {\n if ((defined0 = !defined0)) {\n path.lineStart();\n } else {\n path.lineEnd();\n }\n }\n if (defined0) {\n path.point(points[i]);\n }\n }\n}\n\nexport function genSegContext(curveType: ICurveType, direction: IDirection, points: IPointLike[]) {\n const curveDirection =\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 if (curveType === 'monotoneY') {\n return new ReflectSegContext(curveType, curveDirection);\n }\n\n return new SegContext(curveType, curveDirection);\n}\n"]}