@visactor/vrender-core 0.18.0-alpha.4 → 0.18.0

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Files changed (133) hide show
  1. package/cjs/common/color-utils.js +2 -2
  2. package/cjs/common/color-utils.js.map +1 -1
  3. package/cjs/common/custom-path2d.d.ts +1 -0
  4. package/cjs/common/custom-path2d.js +5 -1
  5. package/cjs/common/custom-path2d.js.map +1 -1
  6. package/cjs/common/inversify/interfaces.d.ts +1 -1
  7. package/cjs/common/inversify/interfaces.js.map +1 -1
  8. package/cjs/graphic/arc.d.ts +1 -0
  9. package/cjs/graphic/arc.js +12 -6
  10. package/cjs/graphic/arc.js.map +1 -1
  11. package/cjs/graphic/arc3d.d.ts +1 -0
  12. package/cjs/graphic/area.d.ts +1 -0
  13. package/cjs/graphic/builtin-symbol/star.js +1 -1
  14. package/cjs/graphic/builtin-symbol/star.js.map +1 -1
  15. package/cjs/graphic/builtin-symbol/wye.js +1 -1
  16. package/cjs/graphic/builtin-symbol/wye.js.map +1 -1
  17. package/cjs/graphic/circle.d.ts +1 -0
  18. package/cjs/graphic/config.js +6 -1
  19. package/cjs/graphic/config.js.map +1 -1
  20. package/cjs/graphic/glyph.d.ts +1 -0
  21. package/cjs/graphic/graphic-service/graphic-service.js +6 -5
  22. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  23. package/cjs/graphic/graphic.d.ts +1 -0
  24. package/cjs/graphic/graphic.js +2 -1
  25. package/cjs/graphic/graphic.js.map +1 -1
  26. package/cjs/graphic/group.d.ts +1 -0
  27. package/cjs/graphic/image.d.ts +1 -0
  28. package/cjs/graphic/line.d.ts +1 -0
  29. package/cjs/graphic/path.d.ts +1 -0
  30. package/cjs/graphic/polygon.d.ts +1 -0
  31. package/cjs/graphic/pyramid3d.d.ts +1 -0
  32. package/cjs/graphic/rect.d.ts +1 -0
  33. package/cjs/graphic/rect3d.d.ts +1 -0
  34. package/cjs/graphic/richtext.d.ts +45 -1
  35. package/cjs/graphic/richtext.js +13 -2
  36. package/cjs/graphic/richtext.js.map +1 -1
  37. package/cjs/graphic/symbol.d.ts +1 -0
  38. package/cjs/graphic/text.d.ts +1 -0
  39. package/cjs/graphic/text.js +6 -4
  40. package/cjs/graphic/text.js.map +1 -1
  41. package/cjs/interface/graphic/arc.d.ts +2 -0
  42. package/cjs/interface/graphic/arc.js.map +1 -1
  43. package/cjs/interface/graphic/richText.d.ts +2 -1
  44. package/cjs/interface/graphic/richText.js.map +1 -1
  45. package/cjs/interface/graphic/text.d.ts +2 -0
  46. package/cjs/interface/graphic/text.js.map +1 -1
  47. package/cjs/interface/graphic.d.ts +1 -0
  48. package/cjs/interface/graphic.js.map +1 -1
  49. package/cjs/render/contributions/render/arc-render.js +3 -1
  50. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  51. package/cjs/render/contributions/render/arc3d-render.js +4 -1
  52. package/cjs/render/contributions/render/arc3d-render.js.map +1 -1
  53. package/cjs/render/contributions/render/area-render.js +4 -2
  54. package/cjs/render/contributions/render/area-render.js.map +1 -1
  55. package/cjs/render/contributions/render/contributions/arc-contribution-render.js +4 -1
  56. package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  57. package/cjs/render/contributions/render/contributions/text-contribution-render.js +10 -2
  58. package/cjs/render/contributions/render/contributions/text-contribution-render.js.map +1 -1
  59. package/cjs/render/contributions/render/draw-contribution.d.ts +1 -1
  60. package/cjs/render/contributions/render/draw-contribution.js +8 -3
  61. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  62. package/cjs/render/contributions/render/module.js.map +1 -1
  63. package/cjs/render/contributions/render/text-render.js +8 -7
  64. package/cjs/render/contributions/render/text-render.js.map +1 -1
  65. package/cjs/resource-loader/loader.js +1 -3
  66. package/cjs/resource-loader/loader.js.map +1 -1
  67. package/es/common/color-utils.js +2 -2
  68. package/es/common/color-utils.js.map +1 -1
  69. package/es/common/custom-path2d.d.ts +1 -0
  70. package/es/common/custom-path2d.js +5 -1
  71. package/es/common/custom-path2d.js.map +1 -1
  72. package/es/common/inversify/interfaces.d.ts +1 -1
  73. package/es/common/inversify/interfaces.js.map +1 -1
  74. package/es/graphic/arc.d.ts +1 -0
  75. package/es/graphic/arc.js +12 -5
  76. package/es/graphic/arc.js.map +1 -1
  77. package/es/graphic/arc3d.d.ts +1 -0
  78. package/es/graphic/area.d.ts +1 -0
  79. package/es/graphic/builtin-symbol/star.js +1 -1
  80. package/es/graphic/builtin-symbol/star.js.map +1 -1
  81. package/es/graphic/builtin-symbol/wye.js +1 -1
  82. package/es/graphic/builtin-symbol/wye.js.map +1 -1
  83. package/es/graphic/circle.d.ts +1 -0
  84. package/es/graphic/config.js +6 -1
  85. package/es/graphic/config.js.map +1 -1
  86. package/es/graphic/glyph.d.ts +1 -0
  87. package/es/graphic/graphic-service/graphic-service.js +6 -5
  88. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  89. package/es/graphic/graphic.d.ts +1 -0
  90. package/es/graphic/graphic.js +2 -1
  91. package/es/graphic/graphic.js.map +1 -1
  92. package/es/graphic/group.d.ts +1 -0
  93. package/es/graphic/image.d.ts +1 -0
  94. package/es/graphic/line.d.ts +1 -0
  95. package/es/graphic/path.d.ts +1 -0
  96. package/es/graphic/polygon.d.ts +1 -0
  97. package/es/graphic/pyramid3d.d.ts +1 -0
  98. package/es/graphic/rect.d.ts +1 -0
  99. package/es/graphic/rect3d.d.ts +1 -0
  100. package/es/graphic/richtext.d.ts +45 -1
  101. package/es/graphic/richtext.js +13 -2
  102. package/es/graphic/richtext.js.map +1 -1
  103. package/es/graphic/symbol.d.ts +1 -0
  104. package/es/graphic/text.d.ts +1 -0
  105. package/es/graphic/text.js +6 -4
  106. package/es/graphic/text.js.map +1 -1
  107. package/es/interface/graphic/arc.d.ts +2 -0
  108. package/es/interface/graphic/arc.js.map +1 -1
  109. package/es/interface/graphic/richText.d.ts +2 -1
  110. package/es/interface/graphic/richText.js.map +1 -1
  111. package/es/interface/graphic/text.d.ts +2 -0
  112. package/es/interface/graphic/text.js.map +1 -1
  113. package/es/interface/graphic.d.ts +1 -0
  114. package/es/interface/graphic.js.map +1 -1
  115. package/es/render/contributions/render/arc-render.js +3 -1
  116. package/es/render/contributions/render/arc-render.js.map +1 -1
  117. package/es/render/contributions/render/arc3d-render.js +4 -1
  118. package/es/render/contributions/render/arc3d-render.js.map +1 -1
  119. package/es/render/contributions/render/area-render.js +4 -2
  120. package/es/render/contributions/render/area-render.js.map +1 -1
  121. package/es/render/contributions/render/contributions/arc-contribution-render.js +4 -1
  122. package/es/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
  123. package/es/render/contributions/render/contributions/text-contribution-render.js +11 -1
  124. package/es/render/contributions/render/contributions/text-contribution-render.js.map +1 -1
  125. package/es/render/contributions/render/draw-contribution.d.ts +1 -1
  126. package/es/render/contributions/render/draw-contribution.js +8 -3
  127. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  128. package/es/render/contributions/render/module.js.map +1 -1
  129. package/es/render/contributions/render/text-render.js +8 -8
  130. package/es/render/contributions/render/text-render.js.map +1 -1
  131. package/es/resource-loader/loader.js +1 -3
  132. package/es/resource-loader/loader.js.map +1 -1
  133. package/package.json +2 -2
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IOBBBounds, IMatrix, IPointLike, IPoint } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\nimport { ITheme } from './graphic/theme';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n opacity: number;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n backgroundCornerRadius: number | number[];\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n // HTML的dom或者string\n html: {\n dom: string | HTMLElement; // dom字符串或者dom\n container: string | HTMLElement | null; // id或者dom\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style: string | Record<string, any>; // 容器的样式\n visible?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n\n bindDom?: Map<string | HTMLElement, { container: HTMLElement | string; dom: HTMLElement; wrapGroup: HTMLDivElement }>;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
1
+ {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IOBBBounds, IMatrix, IPointLike, IPoint } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\nimport { ITheme } from './graphic/theme';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n opacity: number;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n backgroundCornerRadius: number | number[];\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n renderStyle?: 'default' | 'rough' | any;\n // HTML的dom或者string\n html: {\n dom: string | HTMLElement; // dom字符串或者dom\n container: string | HTMLElement | null; // id或者dom\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style: string | Record<string, any>; // 容器的样式\n visible?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n\n bindDom?: Map<string | HTMLElement, { container: HTMLElement | string; dom: HTMLElement; wrapGroup: HTMLDivElement }>;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
@@ -86,7 +86,9 @@ let DefaultCanvasArcRender = class extends base_render_1.BaseRender {
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  drawShape(arc, context, x, y, drawContext, params, fillCb, strokeCb) {
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  const arcAttribute = (0, theme_1.getTheme)(arc, null == params ? void 0 : params.theme).arc, {fill: fill = arcAttribute.fill, stroke: stroke = arcAttribute.stroke, x: originX = arcAttribute.x, y: originY = arcAttribute.y} = arc.attribute, data = this.valid(arc, arcAttribute, fillCb, strokeCb);
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  if (!data) return;
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- const {fVisible: fVisible, sVisible: sVisible, doFill: doFill, doStroke: doStroke} = data, {outerRadius: outerRadius = arcAttribute.outerRadius, innerRadius: innerRadius = arcAttribute.innerRadius, cap: cap = arcAttribute.cap, forceShowCap: forceShowCap = arcAttribute.forceShowCap} = arc.attribute;
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+ const {fVisible: fVisible, sVisible: sVisible, doFill: doFill, doStroke: doStroke} = data, {outerPadding: outerPadding = arcAttribute.outerPadding, innerPadding: innerPadding = arcAttribute.innerPadding, cap: cap = arcAttribute.cap, forceShowCap: forceShowCap = arcAttribute.forceShowCap} = arc.attribute;
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+ let {outerRadius: outerRadius = arcAttribute.outerRadius, innerRadius: innerRadius = arcAttribute.innerRadius} = arc.attribute;
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+ outerRadius += outerPadding, innerRadius -= innerPadding;
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  let conicalOffset = 0;
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  const tempChangeConicalColor = ((0, vutils_1.isBoolean)(cap) && cap || cap[0]) && "conical" === fill.gradient;
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  if (tempChangeConicalColor) {
@@ -1 +1 @@
1
- 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{ abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2, isBoolean } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor,\n IArcRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IConicalGradient\n} from '../../../interface';\nimport {\n cornerTangents,\n drawArcPath,\n drawPathProxy,\n fillVisible,\n intersect,\n runFill,\n runStroke,\n strokeVisible\n} from './utils';\nimport { getConicGradientAt } from '../../../canvas/conical-gradient';\nimport { ArcRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRender } from './base-render';\nimport {\n defaultArcBackgroundRenderContribution,\n defaultArcRenderContribution,\n defaultArcTextureRenderContribution\n} from './contributions';\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@injectable()\nexport class DefaultCanvasArcRender extends BaseRender<IArc> implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: IContributionProvider<IArcRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultArcRenderContribution,\n defaultArcBackgroundRenderContribution,\n defaultArcTextureRenderContribution\n ];\n this.init(arcRenderContribitions);\n }\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n const {\n fill = arcAttribute.fill,\n stroke = arcAttribute.stroke,\n x: originX = arcAttribute.x,\n y: originY = arcAttribute.y\n } = arc.attribute;\n const data = this.valid(arc, arcAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const {\n outerRadius = arcAttribute.outerRadius,\n innerRadius = arcAttribute.innerRadius,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n // 判断是否是环形渐变,且有头部cap,那就偏移渐变色角度\n let conicalOffset = 0;\n const tempChangeConicalColor =\n ((isBoolean(cap) && cap) || cap[0]) && (fill as IGradientColor).gradient === 'conical';\n if (tempChangeConicalColor) {\n const { sc, startAngle, endAngle } = arc.getParsedAngle();\n if (abs(endAngle - startAngle) < pi2 - epsilon) {\n conicalOffset = sc || 0;\n (fill as IConicalGradient).startAngle -= conicalOffset;\n (fill as IConicalGradient).endAngle -= conicalOffset;\n }\n }\n\n let beforeRenderContribitionsRuned = false;\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\n // }\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n beforeRenderContribitionsRuned = true;\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.stroke();\n }\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (((isBoolean(cap) && cap) || cap[1]) && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n }\n\n this.afterRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (tempChangeConicalColor) {\n (fill as IConicalGradient).startAngle += conicalOffset;\n (fill as IConicalGradient).endAngle += conicalOffset;\n }\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const arcAttribute = getTheme(arc, params?.theme).arc;\n this._draw(arc, arcAttribute, false, drawContext, params);\n }\n}\n"]}
1
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{ abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2, isBoolean } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor,\n IArcRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IConicalGradient\n} from '../../../interface';\nimport {\n cornerTangents,\n drawArcPath,\n drawPathProxy,\n fillVisible,\n intersect,\n runFill,\n runStroke,\n strokeVisible\n} from './utils';\nimport { getConicGradientAt } from '../../../canvas/conical-gradient';\nimport { ArcRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRender } from './base-render';\nimport {\n defaultArcBackgroundRenderContribution,\n defaultArcRenderContribution,\n defaultArcTextureRenderContribution\n} from './contributions';\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@injectable()\nexport class DefaultCanvasArcRender extends BaseRender<IArc> implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: IContributionProvider<IArcRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultArcRenderContribution,\n defaultArcBackgroundRenderContribution,\n defaultArcTextureRenderContribution\n ];\n this.init(arcRenderContribitions);\n }\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n const {\n fill = arcAttribute.fill,\n stroke = arcAttribute.stroke,\n x: originX = arcAttribute.x,\n y: originY = arcAttribute.y\n } = arc.attribute;\n const data = this.valid(arc, arcAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const {\n outerPadding = arcAttribute.outerPadding,\n innerPadding = arcAttribute.innerPadding,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n let { outerRadius = arcAttribute.outerRadius, innerRadius = arcAttribute.innerRadius } = arc.attribute;\n outerRadius += outerPadding;\n innerRadius -= innerPadding;\n // 判断是否是环形渐变,且有头部cap,那就偏移渐变色角度\n let conicalOffset = 0;\n const tempChangeConicalColor =\n ((isBoolean(cap) && cap) || cap[0]) && (fill as IGradientColor).gradient === 'conical';\n if (tempChangeConicalColor) {\n const { sc, startAngle, endAngle } = arc.getParsedAngle();\n if (abs(endAngle - startAngle) < pi2 - epsilon) {\n conicalOffset = sc || 0;\n (fill as IConicalGradient).startAngle -= conicalOffset;\n (fill as IConicalGradient).endAngle -= conicalOffset;\n }\n }\n\n let beforeRenderContribitionsRuned = false;\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\n // }\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n beforeRenderContribitionsRuned = true;\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.stroke();\n }\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (((isBoolean(cap) && cap) || cap[1]) && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n }\n\n this.afterRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (tempChangeConicalColor) {\n (fill as IConicalGradient).startAngle += conicalOffset;\n (fill as IConicalGradient).endAngle += conicalOffset;\n }\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const arcAttribute = getTheme(arc, params?.theme).arc;\n this._draw(arc, arcAttribute, false, drawContext, params);\n }\n}\n"]}
@@ -61,7 +61,10 @@ let DefaultCanvasArc3DRender = class extends base_render_1.BaseRender {
61
61
  var _a;
62
62
  const arcAttribute = (0, theme_1.getTheme)(arc, null == params ? void 0 : params.theme).arc, {fill: fill = arcAttribute.fill} = arc.attribute, data = this.valid(arc, arcAttribute, fillCb, strokeCb);
63
63
  if (!data) return;
64
- const {fVisible: fVisible, sVisible: sVisible, doFill: doFill, doStroke: doStroke} = data, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, {outerRadius: outerRadius = arcAttribute.outerRadius, innerRadius: innerRadius = arcAttribute.innerRadius, height: height = 10} = arc.attribute, rgbArray = color_string_1.ColorStore.Get(fill, color_string_1.ColorType.Color255), {light: light} = drawContext.stage || {}, face = drawContext.hack_pieFace, z_face = {
64
+ const {fVisible: fVisible, sVisible: sVisible, doFill: doFill, doStroke: doStroke} = data, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, {outerPadding: outerPadding = arcAttribute.outerPadding, innerPadding: innerPadding = arcAttribute.innerPadding, height: height = 10} = arc.attribute;
65
+ let {outerRadius: outerRadius = arcAttribute.outerRadius, innerRadius: innerRadius = arcAttribute.innerRadius} = arc.attribute;
66
+ outerRadius += outerPadding, innerRadius -= innerPadding;
67
+ const rgbArray = color_string_1.ColorStore.Get(fill, color_string_1.ColorType.Color255), {light: light} = drawContext.stage || {}, face = drawContext.hack_pieFace, z_face = {
65
68
  top: z,
66
69
  bottom: z + height
67
70
  }, n_face = {
@@ -1 +1 @@
1
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type { vec3 } from '@visactor/vutils';\nimport { abs, cos, epsilon, sin, pi2, pi } from '@visactor/vutils';\nimport { injectable } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IArc3d,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams\n} from '../../../interface';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\nimport { ColorStore, ColorType } from '../../../color-string';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nfunction drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n z: number,\n outerRadius: number,\n innerRadius: number\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy, z);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle), z);\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise, z);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle), z);\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise, z);\n }\n } else {\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n collapsedToLine = true;\n } else {\n context.moveTo(cx + xors, cy + yors, z);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise, z);\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire, z);\n collapsedToLine = true;\n } else {\n // Or is the inner ring just a circular arc?\n context.lineTo(cx + xire, cy + yire, z);\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise, z);\n }\n }\n\n context.closePath();\n\n return collapsedToLine;\n}\n\nfunction drawInnerOuterArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n z1: number,\n z2: number,\n radius: number,\n getParsePadAngle: (\n startAngle: number,\n endAngle: number\n ) => {\n innerouterDeltaAngle: number;\n innerouterStartAngle: number;\n innerouterEndAngle: number;\n }\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // Is it a point?\n if (radius <= epsilon) {\n context.moveTo(cx, cy, z1);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + radius * cos(startAngle), cy + radius * sin(startAngle), z1);\n context.arc(cx, cy, radius, startAngle, endAngle, !clockwise, z1);\n context.lineTo(cx + radius * cos(endAngle), cy + radius * sin(endAngle), z2);\n context.arc(cx, cy, radius, endAngle, startAngle, clockwise, z2);\n } else {\n // Or is it a circular or annular sector?\n const { innerouterDeltaAngle, innerouterStartAngle, innerouterEndAngle } = getParsePadAngle(startAngle, endAngle);\n\n const xors = radius * cos(innerouterStartAngle);\n const yors = radius * sin(innerouterStartAngle);\n const xore = radius * cos(innerouterEndAngle);\n const yore = radius * sin(innerouterEndAngle);\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (innerouterDeltaAngle < 0.001) {\n collapsedToLine = true;\n } else {\n context.moveTo(cx + xors, cy + yors, z1);\n context.arc(cx, cy, radius, innerouterStartAngle, innerouterEndAngle, !clockwise, z1);\n context.lineTo(cx + xore, cy + yore, z2);\n context.arc(cx, cy, radius, innerouterEndAngle, innerouterStartAngle, clockwise, z2);\n }\n }\n\n context.closePath();\n\n return collapsedToLine;\n}\n\n@injectable()\nexport class DefaultCanvasArc3DRender extends BaseRender<IArc3d> implements IGraphicRender {\n type: 'arc3d';\n numberType: number = ARC3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n arc: IArc3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n const { fill = arcAttribute.fill } = arc.attribute;\n // 不绘制或者透明\n const data = this.valid(arc, arcAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n const z = this.z ?? 0;\n\n const {\n outerRadius = arcAttribute.outerRadius,\n innerRadius = arcAttribute.innerRadius,\n // TODO 3d视角下直接硬编码,避免theme消耗性能\n height = 10\n } = arc.attribute;\n\n const rgbArray = ColorStore.Get(fill as string, ColorType.Color255);\n const { light } = drawContext.stage || {};\n const face = drawContext.hack_pieFace;\n\n const z_face = {\n top: z,\n bottom: z + height\n };\n\n const n_face: Record<string, vec3> = {\n top: [0, 1, 0],\n bottom: [0, -1, 0],\n outside: [1, 0, -1],\n inside: [1, 0, -1]\n };\n\n if (face === 'bottom' || face === 'top') {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, z_face[face], outerRadius, innerRadius);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = light ? light.computeColor(n_face[face], rgbArray as any) : (fill as string);\n context.fill();\n }\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n } else if (face === 'outside' || face === 'inside') {\n // 需要clip,避免绘制到外面\n if (face === 'inside') {\n context.save();\n context.beginPath();\n context.arc(x, y, innerRadius, 0, pi2, true, z_face.top);\n context.clip();\n }\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawInnerOuterArcPath(\n arc,\n context,\n x,\n y,\n z_face.top,\n z_face.bottom,\n face === 'outside' ? outerRadius : innerRadius,\n (startAngle, endAngle) => {\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n if (face === 'outside') {\n return {\n innerouterDeltaAngle: outerDeltaAngle,\n innerouterEndAngle: outerEndAngle,\n innerouterStartAngle: outerStartAngle\n };\n }\n return {\n innerouterDeltaAngle: innerDeltaAngle,\n innerouterEndAngle: innerEndAngle,\n innerouterStartAngle: innerStartAngle\n };\n }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = light ? light.computeColor(n_face[face], rgbArray as any) : (fill as string);\n context.fill();\n }\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n if (face === 'inside') {\n context.restore();\n }\n }\n }\n\n draw(arc: IArc3d, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const arcAttribute = getTheme(arc, params?.theme).arc;\n this._draw(arc, arcAttribute, false, drawContext, params);\n }\n}\n"]}
1
+ 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type { vec3 } from '@visactor/vutils';\nimport { abs, cos, epsilon, sin, pi2, pi } from '@visactor/vutils';\nimport { injectable } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IArc3d,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams\n} from '../../../interface';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\nimport { ColorStore, ColorType } from '../../../color-string';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nfunction drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n z: number,\n outerRadius: number,\n innerRadius: number\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy, z);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle), z);\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise, z);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle), z);\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise, z);\n }\n } else {\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n collapsedToLine = true;\n } else {\n context.moveTo(cx + xors, cy + yors, z);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise, z);\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire, z);\n collapsedToLine = true;\n } else {\n // Or is the inner ring just a circular arc?\n context.lineTo(cx + xire, cy + yire, z);\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise, z);\n }\n }\n\n context.closePath();\n\n return collapsedToLine;\n}\n\nfunction drawInnerOuterArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n z1: number,\n z2: number,\n radius: number,\n getParsePadAngle: (\n startAngle: number,\n endAngle: number\n ) => {\n innerouterDeltaAngle: number;\n innerouterStartAngle: number;\n innerouterEndAngle: number;\n }\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // Is it a point?\n if (radius <= epsilon) {\n context.moveTo(cx, cy, z1);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + radius * cos(startAngle), cy + radius * sin(startAngle), z1);\n context.arc(cx, cy, radius, startAngle, endAngle, !clockwise, z1);\n context.lineTo(cx + radius * cos(endAngle), cy + radius * sin(endAngle), z2);\n context.arc(cx, cy, radius, endAngle, startAngle, clockwise, z2);\n } else {\n // Or is it a circular or annular sector?\n const { innerouterDeltaAngle, innerouterStartAngle, innerouterEndAngle } = getParsePadAngle(startAngle, endAngle);\n\n const xors = radius * cos(innerouterStartAngle);\n const yors = radius * sin(innerouterStartAngle);\n const xore = radius * cos(innerouterEndAngle);\n const yore = radius * sin(innerouterEndAngle);\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (innerouterDeltaAngle < 0.001) {\n collapsedToLine = true;\n } else {\n context.moveTo(cx + xors, cy + yors, z1);\n context.arc(cx, cy, radius, innerouterStartAngle, innerouterEndAngle, !clockwise, z1);\n context.lineTo(cx + xore, cy + yore, z2);\n context.arc(cx, cy, radius, innerouterEndAngle, innerouterStartAngle, clockwise, z2);\n }\n }\n\n context.closePath();\n\n return collapsedToLine;\n}\n\n@injectable()\nexport class DefaultCanvasArc3DRender extends BaseRender<IArc3d> implements IGraphicRender {\n type: 'arc3d';\n numberType: number = ARC3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n arc: IArc3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n const { fill = arcAttribute.fill } = arc.attribute;\n // 不绘制或者透明\n const data = this.valid(arc, arcAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n const z = this.z ?? 0;\n\n const {\n outerPadding = arcAttribute.outerPadding,\n innerPadding = arcAttribute.innerPadding,\n // TODO 3d视角下直接硬编码,避免theme消耗性能\n height = 10\n } = arc.attribute;\n let { outerRadius = arcAttribute.outerRadius, innerRadius = arcAttribute.innerRadius } = arc.attribute;\n outerRadius += outerPadding;\n innerRadius -= innerPadding;\n\n const rgbArray = ColorStore.Get(fill as string, ColorType.Color255);\n const { light } = drawContext.stage || {};\n const face = drawContext.hack_pieFace;\n\n const z_face = {\n top: z,\n bottom: z + height\n };\n\n const n_face: Record<string, vec3> = {\n top: [0, 1, 0],\n bottom: [0, -1, 0],\n outside: [1, 0, -1],\n inside: [1, 0, -1]\n };\n\n if (face === 'bottom' || face === 'top') {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, z_face[face], outerRadius, innerRadius);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = light ? light.computeColor(n_face[face], rgbArray as any) : (fill as string);\n context.fill();\n }\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n } else if (face === 'outside' || face === 'inside') {\n // 需要clip,避免绘制到外面\n if (face === 'inside') {\n context.save();\n context.beginPath();\n context.arc(x, y, innerRadius, 0, pi2, true, z_face.top);\n context.clip();\n }\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawInnerOuterArcPath(\n arc,\n context,\n x,\n y,\n z_face.top,\n z_face.bottom,\n face === 'outside' ? outerRadius : innerRadius,\n (startAngle, endAngle) => {\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n if (face === 'outside') {\n return {\n innerouterDeltaAngle: outerDeltaAngle,\n innerouterEndAngle: outerEndAngle,\n innerouterStartAngle: outerStartAngle\n };\n }\n return {\n innerouterDeltaAngle: innerDeltaAngle,\n innerouterEndAngle: innerEndAngle,\n innerouterStartAngle: innerStartAngle\n };\n }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = light ? light.computeColor(n_face[face], rgbArray as any) : (fill as string);\n context.fill();\n }\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n if (face === 'inside') {\n context.restore();\n }\n }\n }\n\n draw(arc: IArc3d, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const arcAttribute = getTheme(arc, params?.theme).arc;\n this._draw(arc, arcAttribute, false, drawContext, params);\n }\n}\n"]}
@@ -55,8 +55,10 @@ let DefaultCanvasAreaRender = class extends base_render_1.BaseRender {
55
55
  }
56
56
  drawLinearAreaHighPerformance(area, context, fill, stroke, fillOpacity, strokeOpacity, offsetX, offsetY, areaAttribute, drawContext, params, fillCb, strokeCb) {
57
57
  var _a, _b, _c, _d, _e;
58
+ const {points: points} = area.attribute;
59
+ if (points.length < 2) return;
58
60
  context.beginPath();
59
- const z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, {points: points} = area.attribute, startP = points[0];
61
+ const z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, startP = points[0];
60
62
  context.moveTo(startP.x + offsetX, startP.y + offsetY, z);
61
63
  for (let i = 1; i < points.length; i++) {
62
64
  const p = points[i];
@@ -189,6 +191,7 @@ let DefaultCanvasAreaRender = class extends base_render_1.BaseRender {
189
191
  }
190
192
  _drawSegmentItem(context, cache, fill, fillOpacity, stroke, strokeOpacity, attribute, defaultAttribute, clipRange, offsetX, offsetY, offsetZ, area, drawContext, connect, fillCb, strokeCb) {
191
193
  var _a, _b, _c, _d;
194
+ if (!(cache && cache.top && cache.bottom && cache.top.curves && cache.top.curves.length && cache.bottom.curves && cache.bottom.curves.length)) return;
192
195
  let {connectedType: connectedType, connectedX: connectedX, connectedY: connectedY, connectedStyle: connectedStyle} = attribute;
193
196
  const da = [];
194
197
  if (connect && ((0, vutils_1.isArray)(defaultAttribute) ? (connectedType = null !== (_a = null != connectedType ? connectedType : defaultAttribute[0].connectedType) && void 0 !== _a ? _a : defaultAttribute[1].connectedType,
@@ -200,7 +203,6 @@ let DefaultCanvasAreaRender = class extends base_render_1.BaseRender {
200
203
  "connect" !== connectedType && "zero" !== connectedType && (connectedType = "none"),
201
204
  (0, vutils_1.isArray)(defaultAttribute) ? defaultAttribute.forEach((i => da.push(i))) : da.push(defaultAttribute),
202
205
  da.push(attribute)), connect && "none" === connectedType) return !1;
203
- if (!cache) return;
204
206
  context.beginPath();
205
207
  const {points: points, segments: segments} = area.attribute;
206
208
  let endP, startP, direction = enums_1.Direction.ROW;
@@ -1 +1 @@
1
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type { IPointLike } from '@visactor/vutils';\nimport { abs, isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IStrokeType\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime, Direction } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\nimport { BaseRender } from './base-render';\nimport {\n defaultAreaBackgroundRenderContribution,\n defaultAreaTextureRenderContribution\n} from './contributions/area-contribution-render';\nimport { segments } from '../../../common/shape/arc';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender extends BaseRender<IArea> implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultAreaTextureRenderContribution, defaultAreaBackgroundRenderContribution];\n this.init(areaRenderContribitions);\n }\n\n drawLinearAreaHighPerformance(\n area: IArea,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n areaAttribute: Required<IAreaGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n context.beginPath();\n\n const z = this.z ?? 0;\n const { points } = area.attribute;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, area.attribute, areaAttribute);\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n const { x: originX = 0, x: originY = 0 } = area.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, area.attribute, areaAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n if (stroke) {\n const { stroke = areaAttribute && areaAttribute.stroke } = area.attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n if (stroke[0]) {\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n } else if (stroke[2]) {\n const endP = points[points.length - 1];\n context.moveTo(endP.x + offsetX, endP.y + offsetY, z);\n for (let i = points.length - 2; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n }\n }\n if (strokeCb) {\n strokeCb(context, area.attribute, areaAttribute);\n } else {\n context.setStrokeStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.stroke();\n }\n }\n }\n\n drawShape(\n area: IArea,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n stroke = areaAttribute.stroke,\n fillOpacity = areaAttribute.fillOpacity,\n z = areaAttribute.z,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n const data = this.valid(area, areaAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { doFill, doStroke } = data;\n\n const { clipRange = areaAttribute.clipRange, closePath, points, segments } = area.attribute;\n let { curveType = areaAttribute.curveType } = area.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearAreaHighPerformance(\n area,\n context,\n !!fill,\n doStroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n areaAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: { endX: number; endY: number };\n const topCaches = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] && (lastTopSeg = { endX: seg.points[0].x, endY: seg.points[0].y });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint\n });\n lastTopSeg = data;\n return data;\n })\n .filter(item => !!item);\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n if (bottomPoints.length > 1) {\n lastBottomSeg = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n bottomCaches.unshift(lastBottomSeg);\n }\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n const segments = area.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const areaAttribute = getTheme(area, params?.theme).area;\n this._draw(area, areaAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ) {\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n if (!cache) {\n return;\n }\n context.beginPath();\n\n const ret: boolean = false;\n const { points, segments } = area.attribute;\n let direction = Direction.ROW;\n let endP: IPointLike;\n let startP: IPointLike;\n if (segments) {\n const endSeg = segments[segments.length - 1];\n const startSeg = segments[0];\n startP = startSeg.points[0];\n endP = endSeg.points[endSeg.points.length - 1];\n } else {\n startP = points[0];\n endP = points[points.length - 1];\n }\n const xTotalLength = abs(endP.x - startP.x);\n const yTotalLength = abs(endP.y - startP.y);\n direction = xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN;\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n direction,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke = defaultAttribute && defaultAttribute[1] && defaultAttribute[1].stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n direction === Direction.ROW ? 'x' : 'y',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
1
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type { IPointLike } from '@visactor/vutils';\nimport { abs, isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IStrokeType\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime, Direction } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\nimport { BaseRender } from './base-render';\nimport {\n defaultAreaBackgroundRenderContribution,\n defaultAreaTextureRenderContribution\n} from './contributions/area-contribution-render';\nimport { segments } from '../../../common/shape/arc';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender extends BaseRender<IArea> implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultAreaTextureRenderContribution, defaultAreaBackgroundRenderContribution];\n this.init(areaRenderContribitions);\n }\n\n drawLinearAreaHighPerformance(\n area: IArea,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n areaAttribute: Required<IAreaGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { points } = area.attribute;\n if (points.length < 2) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, area.attribute, areaAttribute);\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n const { x: originX = 0, x: originY = 0 } = area.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, area.attribute, areaAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n if (stroke) {\n const { stroke = areaAttribute && areaAttribute.stroke } = area.attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n if (stroke[0]) {\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n } else if (stroke[2]) {\n const endP = points[points.length - 1];\n context.moveTo(endP.x + offsetX, endP.y + offsetY, z);\n for (let i = points.length - 2; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n }\n }\n if (strokeCb) {\n strokeCb(context, area.attribute, areaAttribute);\n } else {\n context.setStrokeStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.stroke();\n }\n }\n }\n\n drawShape(\n area: IArea,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n stroke = areaAttribute.stroke,\n fillOpacity = areaAttribute.fillOpacity,\n z = areaAttribute.z,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n const data = this.valid(area, areaAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { doFill, doStroke } = data;\n\n const { clipRange = areaAttribute.clipRange, closePath, points, segments } = area.attribute;\n let { curveType = areaAttribute.curveType } = area.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearAreaHighPerformance(\n area,\n context,\n !!fill,\n doStroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n areaAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: { endX: number; endY: number };\n const topCaches = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] && (lastTopSeg = { endX: seg.points[0].x, endY: seg.points[0].y });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint\n });\n lastTopSeg = data;\n return data;\n })\n .filter(item => !!item);\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n if (bottomPoints.length > 1) {\n lastBottomSeg = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n bottomCaches.unshift(lastBottomSeg);\n }\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n const segments = area.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const areaAttribute = getTheme(area, params?.theme).area;\n this._draw(area, areaAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ) {\n if (\n !(\n cache &&\n cache.top &&\n cache.bottom &&\n cache.top.curves &&\n cache.top.curves.length &&\n cache.bottom.curves &&\n cache.bottom.curves.length\n )\n ) {\n return;\n }\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n context.beginPath();\n\n const ret: boolean = false;\n const { points, segments } = area.attribute;\n let direction = Direction.ROW;\n let endP: IPointLike;\n let startP: IPointLike;\n if (segments) {\n const endSeg = segments[segments.length - 1];\n const startSeg = segments[0];\n startP = startSeg.points[0];\n endP = endSeg.points[endSeg.points.length - 1];\n } else {\n startP = points[0];\n endP = points[points.length - 1];\n }\n const xTotalLength = abs(endP.x - startP.x);\n const yTotalLength = abs(endP.y - startP.y);\n direction = xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN;\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n direction,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke = defaultAttribute && defaultAttribute[1] && defaultAttribute[1].stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n direction === Direction.ROW ? 'x' : 'y',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
@@ -14,7 +14,10 @@ class DefaultArcRenderContribution {
14
14
  drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, drawContext, fillCb, strokeCb) {
15
15
  const {outerBorder: outerBorder, innerBorder: innerBorder} = arc.attribute, doOuterBorder = outerBorder && !1 !== outerBorder.visible, doInnerBorder = innerBorder && !1 !== innerBorder.visible;
16
16
  if (!doOuterBorder && !doInnerBorder) return;
17
- const {innerRadius: innerRadius = arcAttribute.innerRadius, outerRadius: outerRadius = arcAttribute.outerRadius, startAngle: startAngle = arcAttribute.startAngle, endAngle: endAngle = arcAttribute.endAngle, opacity: opacity = arcAttribute.opacity, x: originX = arcAttribute.x, y: originY = arcAttribute.y, scaleX: scaleX = arcAttribute.scaleX, scaleY: scaleY = arcAttribute.scaleY} = arc.attribute, doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
17
+ const {innerPadding: innerPadding = arcAttribute.innerPadding, outerPadding: outerPadding = arcAttribute.outerPadding, startAngle: startAngle = arcAttribute.startAngle, endAngle: endAngle = arcAttribute.endAngle, opacity: opacity = arcAttribute.opacity, x: originX = arcAttribute.x, y: originY = arcAttribute.y, scaleX: scaleX = arcAttribute.scaleX, scaleY: scaleY = arcAttribute.scaleY} = arc.attribute;
18
+ let {innerRadius: innerRadius = arcAttribute.innerRadius, outerRadius: outerRadius = arcAttribute.outerRadius} = arc.attribute;
19
+ outerRadius += outerPadding, innerRadius -= innerPadding;
20
+ const doStrokeOuter = !(!outerBorder || !outerBorder.stroke), doStrokeInner = !(!innerBorder || !innerBorder.stroke);
18
21
  if (doOuterBorder) {
19
22
  const {distance: distance = arcAttribute.outerBorder.distance} = outerBorder, d = (0,
20
23
  canvas_utils_1.getScaledStroke)(context, distance, context.dpr), deltaAngle = distance / outerRadius;