@visactor/vrender-core 0.18.14-alpha.0 → 0.18.15

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Files changed (45) hide show
  1. package/cjs/graphic/config.js +4 -0
  2. package/cjs/graphic/config.js.map +1 -1
  3. package/cjs/graphic/graphic-service/graphic-service.d.ts +1 -0
  4. package/cjs/graphic/graphic-service/graphic-service.js +18 -3
  5. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  6. package/cjs/graphic/richtext/frame.js +6 -6
  7. package/cjs/graphic/richtext/frame.js.map +1 -1
  8. package/cjs/graphic/richtext/line.d.ts +1 -1
  9. package/cjs/graphic/richtext/line.js +3 -2
  10. package/cjs/graphic/richtext/line.js.map +1 -1
  11. package/cjs/graphic/richtext/paragraph.d.ts +1 -0
  12. package/cjs/graphic/richtext/paragraph.js.map +1 -1
  13. package/cjs/graphic/richtext.js +11 -2
  14. package/cjs/graphic/richtext.js.map +1 -1
  15. package/cjs/interface/graphic/richText.d.ts +2 -1
  16. package/cjs/interface/graphic/richText.js.map +1 -1
  17. package/cjs/interface/graphic.d.ts +3 -0
  18. package/cjs/interface/graphic.js.map +1 -1
  19. package/cjs/render/contributions/render/base-render.js +2 -0
  20. package/cjs/render/contributions/render/base-render.js.map +1 -1
  21. package/cjs/render/contributions/render/draw-contribution.js +2 -2
  22. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  23. package/es/graphic/config.js +4 -0
  24. package/es/graphic/config.js.map +1 -1
  25. package/es/graphic/graphic-service/graphic-service.d.ts +1 -0
  26. package/es/graphic/graphic-service/graphic-service.js +18 -6
  27. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  28. package/es/graphic/richtext/frame.js +6 -6
  29. package/es/graphic/richtext/frame.js.map +1 -1
  30. package/es/graphic/richtext/line.d.ts +1 -1
  31. package/es/graphic/richtext/line.js +3 -2
  32. package/es/graphic/richtext/line.js.map +1 -1
  33. package/es/graphic/richtext/paragraph.d.ts +1 -0
  34. package/es/graphic/richtext/paragraph.js.map +1 -1
  35. package/es/graphic/richtext.js +11 -2
  36. package/es/graphic/richtext.js.map +1 -1
  37. package/es/interface/graphic/richText.d.ts +2 -1
  38. package/es/interface/graphic/richText.js.map +1 -1
  39. package/es/interface/graphic.d.ts +3 -0
  40. package/es/interface/graphic.js.map +1 -1
  41. package/es/render/contributions/render/base-render.js +2 -0
  42. package/es/render/contributions/render/base-render.js.map +1 -1
  43. package/es/render/contributions/render/draw-contribution.js +2 -2
  44. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  45. package/package.json +1 -1
@@ -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 backgroundOpacity: 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 pointerEvents?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n react: {\n element: any; // react场景节点\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 pointerEvents?: 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<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\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 forceBoundsWidth: number | (() => number) | undefined;\n forceBoundsHeight: number | (() => number) | undefined;\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 backgroundOpacity: 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 pointerEvents?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n react: {\n element: any; // react场景节点\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 pointerEvents?: 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 * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\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<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\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"]}
@@ -91,6 +91,8 @@ class BaseRender {
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  _draw(graphic, defaultAttr, computed3dMatrix, drawContext, params) {
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  const {context: context} = drawContext;
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  if (!context) return;
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+ const {renderable: renderable} = graphic.attribute;
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+ if (!1 === renderable) return;
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  context.highPerformanceSave();
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  const data = this.transform(graphic, defaultAttr, context, computed3dMatrix), {x: x, y: y, z: z, lastModelMatrix: lastModelMatrix} = data;
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  this.z = z, (0, utils_1.drawPathProxy)(graphic, context, x, y, drawContext, params) || (this.drawShape(graphic, context, x, y, drawContext, params),
@@ -1 +1 @@
1
- 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type { IPointLike } from '@visactor/vutils';\nimport { injectable } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IRenderService,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n ICircleRenderContribution,\n IBaseRenderContribution\n} from '../../../interface';\nimport { getModelMatrix, multiplyMat4Mat4, shouldUseMat4 } from '../../../graphic';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n this.builtinContributions && this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\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 params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\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 params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: IGraphicAttribute,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\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 ): void;\n\n // abstract drawShape(\n // graphic: T,\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 // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
1
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type { IPointLike } from '@visactor/vutils';\nimport { injectable } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IRenderService,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n ICircleRenderContribution,\n IBaseRenderContribution\n} from '../../../interface';\nimport { getModelMatrix, multiplyMat4Mat4, shouldUseMat4 } from '../../../graphic';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n this.builtinContributions && this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\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 params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\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 params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: IGraphicAttribute,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\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 ): void;\n\n // abstract drawShape(\n // graphic: T,\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 // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
@@ -63,8 +63,8 @@ let DefaultDrawContribution = class {
63
63
  return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : graphic_1.DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : graphic_1.DefaultAttribute.zIndex);
64
64
  })).forEach((group => {
65
65
  group.isContainer ? this.renderGroup(group, drawContext, matrix_allocate_1.matrixAllocate.allocate(1, 0, 0, 1, 0, 0)) : this.renderItem(group, drawContext);
66
- })), context.restore(), context.draw(), context.setClearMatrix(1, 0, 0, 1, 0, 0),
67
- context.inuse = !1;
66
+ })), context.restore(), context.setClearMatrix(1, 0, 0, 1, 0, 0), context.inuse = !1,
67
+ context.draw();
68
68
  }
69
69
  doRegister() {
70
70
  throw new Error("暂不支持");
@@ -1 +1 @@
1
- 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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix, IMatrixLike } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, viewBox, transMatrix } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, viewBox.width(), viewBox.height());\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n context.setClearMatrix(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f);\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr < context.canvas.width ||\n // dirtyBounds.height() * context.dpr < context.canvas.height;\n // context.save();\n\n // 设置translate\n context.translate(viewBox.x1, viewBox.y1, true);\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 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DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n // context.restore();\n context.restore();\n context.draw();\n context.setClearMatrix(1, 0, 0, 1, 0, 0);\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (this.useDirtyBounds && !isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType, graphic);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IAABBBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = !!(scrollX || scrollY);\n if (retrans) {\n tempBounds = this.dirtyBounds.clone();\n // 变换dirtyBounds\n const m = graphic.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n this.dirtyBounds.translate(-scrollX, -scrollY);\n }\n }\n\n if (this.useDirtyBounds && !(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n retrans && this.dirtyBounds.copy(tempBounds);\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n retrans && this.dirtyBounds.copy(tempBounds);\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type: number, graphic: IGraphic): IGraphicRender | null {\n let data;\n if (graphic.attribute.renderStyle) {\n const currentRenderMap = this.styleRenderMap.get(graphic.attribute.renderStyle);\n data = currentRenderMap && currentRenderMap.get(type);\n }\n return data || this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear, viewBox } = drawContext;\n // 已经translate过了\n const x = 0;\n const y = 0;\n const width = viewBox.width();\n const height = viewBox.height();\n if (clear) {\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
1
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IAABBBounds, IBounds, IBoundsLike, IMatrix, IMatrixLike } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isRectIntersect, last } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, viewBox, transMatrix } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, viewBox.width(), viewBox.height());\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n context.setClearMatrix(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f);\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr < context.canvas.width ||\n // dirtyBounds.height() * context.dpr < context.canvas.height;\n // context.save();\n\n // 设置translate\n context.translate(viewBox.x1, viewBox.y1, true);\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n // context.restore();\n context.restore();\n context.setClearMatrix(1, 0, 0, 1, 0, 0);\n // this.break = false;\n context.inuse = false;\n context.draw();\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (this.useDirtyBounds && !isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType, graphic);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IAABBBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = !!(scrollX || scrollY);\n if (retrans) {\n tempBounds = this.dirtyBounds.clone();\n // 变换dirtyBounds\n const m = graphic.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n this.dirtyBounds.translate(-scrollX, -scrollY);\n }\n }\n\n if (this.useDirtyBounds && !(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n retrans && this.dirtyBounds.copy(tempBounds);\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n retrans && this.dirtyBounds.copy(tempBounds);\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type: number, graphic: IGraphic): IGraphicRender | null {\n let data;\n if (graphic.attribute.renderStyle) {\n const currentRenderMap = this.styleRenderMap.get(graphic.attribute.renderStyle);\n data = currentRenderMap && currentRenderMap.get(type);\n }\n return data || this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear, viewBox } = drawContext;\n // 已经translate过了\n const x = 0;\n const y = 0;\n const width = viewBox.width();\n const height = viewBox.height();\n if (clear) {\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
@@ -91,6 +91,8 @@ export const DefaultPickStyle = {
91
91
  };
92
92
 
93
93
  export const DefaultStyle = Object.assign(Object.assign(Object.assign(Object.assign({
94
+ forceBoundsWidth: void 0,
95
+ forceBoundsHeight: void 0,
94
96
  opacity: 1,
95
97
  background: null,
96
98
  backgroundOpacity: 1,
@@ -120,6 +122,7 @@ export const DefaultDebugAttribute = {
120
122
 
121
123
  export const DefaultAttribute = Object.assign(Object.assign(Object.assign({
122
124
  strokeSeg: null,
125
+ renderable: !0,
123
126
  pickable: !0,
124
127
  childrenPickable: !0,
125
128
  fillPickable: !0,
@@ -261,6 +264,7 @@ export const DefaultRichTextAttribute = Object.assign(Object.assign(Object.assig
261
264
  textBaseline: "top",
262
265
  layoutDirection: "horizontal",
263
266
  textConfig: [],
267
+ forceBreakLine: !1,
264
268
  maxHeight: void 0,
265
269
  maxWidth: void 0,
266
270
  singleLine: !1
@@ -1 +1 @@
1
- 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存放公共属性\nimport { Logger, Matrix, pi2 } from '@visactor/vutils';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport type {\n IArcGraphicAttribute,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n ICircleGraphicAttribute,\n IFillStyle,\n IGlyphGraphicAttribute,\n IGroupGraphicAttribute,\n IImageGraphicAttribute,\n ILineGraphicAttribute,\n IPathGraphicAttribute,\n IPolygonGraphicAttribute,\n IRect3dGraphicAttribute,\n IRectGraphicAttribute,\n IStrokeStyle,\n IGraphicStyle,\n ISymbolGraphicAttribute,\n ITextAttribute,\n ITextGraphicAttribute,\n IRichTextGraphicAttribute,\n ITransform,\n RichTextWordBreak,\n RichTextVerticalDirection,\n RichTextGlobalAlignType,\n RichTextGlobalBaselineType,\n IRichTextIconGraphicAttribute,\n IConnectedStyle,\n ILayout,\n IDebugType,\n IPickStyle\n} from '../interface';\n\nexport const DefaultLayout: ILayout = {\n alignSelf: 'auto'\n};\n\nexport const DefaultTransform: ITransform = {\n x: 0,\n y: 0,\n z: 0,\n dx: 0,\n dy: 0,\n dz: 0,\n scrollX: 0,\n scrollY: 0,\n scaleX: 1,\n scaleY: 1,\n scaleZ: 1,\n angle: 0,\n alpha: 0,\n beta: 0,\n scaleCenter: [0, 0],\n anchor: [0, 0],\n anchor3d: [0, 0],\n postMatrix: new Matrix()\n};\n\nexport const DefaultFillStyle: IFillStyle = {\n fillOpacity: 1,\n fill: false,\n shadowBlur: 0,\n shadowColor: 'black',\n shadowOffsetX: 0,\n shadowOffsetY: 0\n};\n\nconst commonStroke: Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> = {\n strokeOpacity: 1,\n lineDash: [],\n lineDashOffset: 0,\n lineWidth: 1,\n lineCap: 'butt',\n lineJoin: 'miter',\n miterLimit: 10,\n strokeBoundsBuffer: 2,\n stroke: false\n};\n\nexport const DefaultStrokeStyle: IStrokeStyle = {\n outerBorder: { ...commonStroke, distance: 0 },\n innerBorder: { ...commonStroke, distance: 0 },\n ...commonStroke\n};\n\nexport const DefaultTextStyle: Required<ITextAttribute> = {\n text: '',\n maxLineWidth: Infinity,\n textAlign: 'left',\n textBaseline: 'alphabetic',\n fontSize: 16,\n // @ts-ignore\n fontFamily: `PingFang SC,Microsoft Yahei,system-ui,-apple-system,segoe ui,\n Roboto,Helvetica,Arial,sans-serif, apple color emoji,segoe ui emoji,segoe ui symbol`,\n fontWeight: '',\n ellipsis: '…',\n fontVariant: '',\n fontStyle: '',\n lineHeight: undefined,\n underline: 0,\n lineThrough: 0,\n scaleIn3d: false,\n direction: 'horizontal',\n wordBreak: 'break-all',\n ignoreBuf: false,\n verticalMode: 0,\n wrap: false,\n whiteSpace: 'no-wrap',\n heightLimit: Infinity,\n lineClamp: Infinity,\n suffixPosition: 'end',\n underlineDash: [],\n underlineOffset: 0,\n disableAutoClipedPoptip: undefined\n};\n\nexport const DefaultPickStyle: IPickStyle = {\n pickStrokeBuffer: 0\n};\n\nexport const DefaultStyle: IGraphicStyle = {\n opacity: 1,\n background: null,\n backgroundOpacity: 1,\n backgroundCornerRadius: 0,\n texture: null,\n textureColor: 'black',\n textureSize: 10,\n texturePadding: 2,\n backgroundMode: 'no-repeat',\n backgroundFit: true,\n blur: 0,\n cursor: null,\n html: null,\n react: null,\n ...DefaultFillStyle,\n ...DefaultStrokeStyle,\n ...DefaultLayout,\n ...DefaultPickStyle\n};\n\nexport const DefaultConnectAttribute: Required<IConnectedStyle> = {\n connectedType: 'none',\n // connectedStyle: {\n // stroke: DefaultStrokeStyle.stroke,\n // strokeOpacity: DefaultStrokeStyle.strokeOpacity,\n // lineDash: DefaultStrokeStyle.lineDash,\n // lineDashOffset: DefaultStrokeStyle.lineDashOffset,\n // lineCap: DefaultStrokeStyle.lineCap,\n // lineJoin: DefaultStrokeStyle.lineJoin,\n // lineWidth: DefaultStrokeStyle.lineWidth,\n // fill: DefaultFillStyle.fill,\n // fillOpacity: DefaultFillStyle.fillOpacity\n // },\n connectedStyle: {}, // 默认全都继承父属性\n connectedX: NaN,\n connectedY: NaN\n} as IConnectedStyle;\n\nexport const DefaultDebugAttribute: Required<IDebugType> = {\n _debug_bounds: false\n};\n\nexport const DefaultAttribute: Required<IGraphicAttribute> = {\n strokeSeg: null,\n pickable: true,\n childrenPickable: true,\n fillPickable: true,\n strokePickable: true,\n visible: true,\n zIndex: 0,\n layout: null,\n boundsPadding: 0,\n renderStyle: 'default',\n pickMode: 'accurate',\n customPickShape: null,\n boundsMode: 'accurate',\n keepDirIn3d: true,\n shadowRootIdx: 1,\n globalZIndex: 1,\n globalCompositeOperation: '',\n overflow: 'hidden',\n ...DefaultDebugAttribute,\n ...DefaultStyle,\n ...DefaultTransform\n};\n\nexport function addAttributeToPrototype(obj: Record<string, any>, c: any, keys: string[]) {\n keys.forEach(key => {\n c.prototype[key] = obj[key];\n });\n}\nexport function rewriteProto(obj: Record<string, any>, c: Record<string, any>) {\n Object.setPrototypeOf(obj, c);\n}\n\nexport const DefaultArcAttribute: Required<IArcGraphicAttribute> = {\n ...DefaultAttribute,\n startAngle: 0,\n endAngle: pi2,\n innerRadius: 0,\n outerRadius: 1,\n innerPadding: 0,\n outerPadding: 0,\n cornerRadius: 0,\n padRadius: 0,\n padAngle: 0,\n cap: false,\n forceShowCap: false\n};\n\nexport const DefaultAreaAttribute: Required<IAreaGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultConnectAttribute,\n points: [],\n segments: [],\n curveType: 'linear',\n clipRange: 1,\n closePath: false\n};\n\nexport const DefaultCircleAttribute: Required<ICircleGraphicAttribute> = {\n ...DefaultAttribute,\n radius: 1,\n startAngle: 0,\n endAngle: pi2\n};\n\nexport const DefaultGroupAttribute: Required<IGroupGraphicAttribute> = {\n ...DefaultAttribute,\n width: 0,\n height: 0,\n cornerRadius: 0,\n path: [],\n clip: false,\n visibleAll: true,\n display: 'relative',\n flexDirection: 'row',\n flexWrap: 'wrap',\n justifyContent: 'flex-start',\n alignItems: 'flex-start',\n alignContent: 'flex-start'\n};\n\nexport const DefaultGlyphAttribute: Required<IGlyphGraphicAttribute> = {\n ...DefaultAttribute,\n path: '',\n width: 0,\n height: 0,\n cornerRadius: 0,\n clip: false\n};\n\nexport const DefaultLineAttribute: Required<ILineGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultConnectAttribute,\n points: [],\n segments: [],\n curveType: 'linear',\n clipRange: 1,\n clipRangeByDimension: 'default',\n closePath: false\n};\n\nexport const DefaultPathAttribute: Required<IPathGraphicAttribute> = {\n ...DefaultAttribute,\n path: new CustomPath2D(),\n customPath: () => {\n Logger.getInstance().warn('空函数');\n }\n};\n\nexport const DefaultPolygonAttribute: Required<IPolygonGraphicAttribute> = {\n ...DefaultAttribute,\n points: [],\n cornerRadius: 0,\n closePath: true\n};\n\nexport const DefaultRectAttribute: Required<IRectGraphicAttribute> = {\n ...DefaultAttribute,\n width: 0,\n height: 0,\n x1: 0,\n y1: 0,\n strokeBoundsBuffer: 0,\n cornerRadius: 0\n};\n\nexport const DefaultRect3dAttribute: Required<IRect3dGraphicAttribute> = {\n ...DefaultAttribute,\n width: 0,\n height: 0,\n x1: 0,\n y1: 0,\n cornerRadius: 0,\n length: 0\n};\n\nexport const DefaultSymbolAttribute: Required<ISymbolGraphicAttribute> = {\n ...DefaultAttribute,\n symbolType: 'circle',\n size: 10, // 外接**正方形**的边长\n keepDirIn3d: true\n};\n\nexport const DefaultTextAttribute: Required<ITextGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultTextStyle,\n strokeBoundsBuffer: 0,\n keepDirIn3d: true\n};\n\nexport const DefaultRichTextAttribute: Required<IRichTextGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultTextStyle,\n width: 300,\n height: 300,\n ellipsis: true,\n wordBreak: 'break-word' as RichTextWordBreak,\n verticalDirection: 'top' as RichTextVerticalDirection,\n textAlign: 'left' as RichTextGlobalAlignType,\n textBaseline: 'top' as RichTextGlobalBaselineType,\n layoutDirection: 'horizontal',\n textConfig: [],\n maxHeight: undefined,\n maxWidth: undefined,\n singleLine: false\n};\n\nexport const DefaultImageAttribute: Required<IImageGraphicAttribute> = {\n repeatX: 'no-repeat',\n repeatY: 'no-repeat',\n image: '',\n width: 0,\n height: 0,\n ...DefaultAttribute,\n fill: true,\n cornerRadius: 0\n};\n\nexport const DefaultRichTextIconAttribute: Required<IRichTextIconGraphicAttribute> = {\n ...DefaultImageAttribute,\n backgroundShowMode: 'never',\n backgroundWidth: 0,\n backgroundHeight: 0,\n textAlign: 'left',\n textBaseline: 'middle',\n direction: 'horizontal',\n margin: 0,\n id: '',\n\n width: 20,\n height: 20,\n backgroundFill: 'rgba(101, 117, 168, 0.1)',\n backgroundFillOpacity: 1,\n backgroundStroke: false,\n backgroundStrokeOpacity: 1,\n backgroundRadius: 4,\n opacity: 1\n};\n"]}
1
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存放公共属性\nimport { Logger, Matrix, pi2 } from '@visactor/vutils';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport type {\n IArcGraphicAttribute,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n ICircleGraphicAttribute,\n IFillStyle,\n IGlyphGraphicAttribute,\n IGroupGraphicAttribute,\n IImageGraphicAttribute,\n ILineGraphicAttribute,\n IPathGraphicAttribute,\n IPolygonGraphicAttribute,\n IRect3dGraphicAttribute,\n IRectGraphicAttribute,\n IStrokeStyle,\n IGraphicStyle,\n ISymbolGraphicAttribute,\n ITextAttribute,\n ITextGraphicAttribute,\n IRichTextGraphicAttribute,\n ITransform,\n RichTextWordBreak,\n RichTextVerticalDirection,\n RichTextGlobalAlignType,\n RichTextGlobalBaselineType,\n IRichTextIconGraphicAttribute,\n IConnectedStyle,\n ILayout,\n IDebugType,\n IPickStyle\n} from '../interface';\n\nexport const DefaultLayout: ILayout = {\n alignSelf: 'auto'\n};\n\nexport const DefaultTransform: ITransform = {\n x: 0,\n y: 0,\n z: 0,\n dx: 0,\n dy: 0,\n dz: 0,\n scrollX: 0,\n scrollY: 0,\n scaleX: 1,\n scaleY: 1,\n scaleZ: 1,\n angle: 0,\n alpha: 0,\n beta: 0,\n scaleCenter: [0, 0],\n anchor: [0, 0],\n anchor3d: [0, 0],\n postMatrix: new Matrix()\n};\n\nexport const DefaultFillStyle: IFillStyle = {\n fillOpacity: 1,\n fill: false,\n shadowBlur: 0,\n shadowColor: 'black',\n shadowOffsetX: 0,\n shadowOffsetY: 0\n};\n\nconst commonStroke: Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> = {\n strokeOpacity: 1,\n lineDash: [],\n lineDashOffset: 0,\n lineWidth: 1,\n lineCap: 'butt',\n lineJoin: 'miter',\n miterLimit: 10,\n strokeBoundsBuffer: 2,\n stroke: false\n};\n\nexport const DefaultStrokeStyle: IStrokeStyle = {\n outerBorder: { ...commonStroke, distance: 0 },\n innerBorder: { ...commonStroke, distance: 0 },\n ...commonStroke\n};\n\nexport const DefaultTextStyle: Required<ITextAttribute> = {\n text: '',\n maxLineWidth: Infinity,\n textAlign: 'left',\n textBaseline: 'alphabetic',\n fontSize: 16,\n // @ts-ignore\n fontFamily: `PingFang SC,Microsoft Yahei,system-ui,-apple-system,segoe ui,\n Roboto,Helvetica,Arial,sans-serif, apple color emoji,segoe ui emoji,segoe ui symbol`,\n fontWeight: '',\n ellipsis: '…',\n fontVariant: '',\n fontStyle: '',\n lineHeight: undefined,\n underline: 0,\n lineThrough: 0,\n scaleIn3d: false,\n direction: 'horizontal',\n wordBreak: 'break-all',\n ignoreBuf: false,\n verticalMode: 0,\n wrap: false,\n whiteSpace: 'no-wrap',\n heightLimit: Infinity,\n lineClamp: Infinity,\n suffixPosition: 'end',\n underlineDash: [],\n underlineOffset: 0,\n disableAutoClipedPoptip: undefined\n};\n\nexport const DefaultPickStyle: IPickStyle = {\n pickStrokeBuffer: 0\n};\n\nexport const DefaultStyle: IGraphicStyle = {\n forceBoundsWidth: undefined,\n forceBoundsHeight: undefined,\n opacity: 1,\n background: null,\n backgroundOpacity: 1,\n backgroundCornerRadius: 0,\n texture: null,\n textureColor: 'black',\n textureSize: 10,\n texturePadding: 2,\n backgroundMode: 'no-repeat',\n backgroundFit: true,\n blur: 0,\n cursor: null,\n html: null,\n react: null,\n ...DefaultFillStyle,\n ...DefaultStrokeStyle,\n ...DefaultLayout,\n ...DefaultPickStyle\n};\n\nexport const DefaultConnectAttribute: Required<IConnectedStyle> = {\n connectedType: 'none',\n // connectedStyle: {\n // stroke: DefaultStrokeStyle.stroke,\n // strokeOpacity: DefaultStrokeStyle.strokeOpacity,\n // lineDash: DefaultStrokeStyle.lineDash,\n // lineDashOffset: DefaultStrokeStyle.lineDashOffset,\n // lineCap: DefaultStrokeStyle.lineCap,\n // lineJoin: DefaultStrokeStyle.lineJoin,\n // lineWidth: DefaultStrokeStyle.lineWidth,\n // fill: DefaultFillStyle.fill,\n // fillOpacity: DefaultFillStyle.fillOpacity\n // },\n connectedStyle: {}, // 默认全都继承父属性\n connectedX: NaN,\n connectedY: NaN\n} as IConnectedStyle;\n\nexport const DefaultDebugAttribute: Required<IDebugType> = {\n _debug_bounds: false\n};\n\nexport const DefaultAttribute: Required<IGraphicAttribute> = {\n strokeSeg: null,\n renderable: true,\n pickable: true,\n childrenPickable: true,\n fillPickable: true,\n strokePickable: true,\n visible: true,\n zIndex: 0,\n layout: null,\n boundsPadding: 0,\n renderStyle: 'default',\n pickMode: 'accurate',\n customPickShape: null,\n boundsMode: 'accurate',\n keepDirIn3d: true,\n shadowRootIdx: 1,\n globalZIndex: 1,\n globalCompositeOperation: '',\n overflow: 'hidden',\n ...DefaultDebugAttribute,\n ...DefaultStyle,\n ...DefaultTransform\n};\n\nexport function addAttributeToPrototype(obj: Record<string, any>, c: any, keys: string[]) {\n keys.forEach(key => {\n c.prototype[key] = obj[key];\n });\n}\nexport function rewriteProto(obj: Record<string, any>, c: Record<string, any>) {\n Object.setPrototypeOf(obj, c);\n}\n\nexport const DefaultArcAttribute: Required<IArcGraphicAttribute> = {\n ...DefaultAttribute,\n startAngle: 0,\n endAngle: pi2,\n innerRadius: 0,\n outerRadius: 1,\n innerPadding: 0,\n outerPadding: 0,\n cornerRadius: 0,\n padRadius: 0,\n padAngle: 0,\n cap: false,\n forceShowCap: false\n};\n\nexport const DefaultAreaAttribute: Required<IAreaGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultConnectAttribute,\n points: [],\n segments: [],\n curveType: 'linear',\n clipRange: 1,\n closePath: false\n};\n\nexport const DefaultCircleAttribute: Required<ICircleGraphicAttribute> = {\n ...DefaultAttribute,\n radius: 1,\n startAngle: 0,\n endAngle: pi2\n};\n\nexport const DefaultGroupAttribute: Required<IGroupGraphicAttribute> = {\n ...DefaultAttribute,\n width: 0,\n height: 0,\n cornerRadius: 0,\n path: [],\n clip: false,\n visibleAll: true,\n display: 'relative',\n flexDirection: 'row',\n flexWrap: 'wrap',\n justifyContent: 'flex-start',\n alignItems: 'flex-start',\n alignContent: 'flex-start'\n};\n\nexport const DefaultGlyphAttribute: Required<IGlyphGraphicAttribute> = {\n ...DefaultAttribute,\n path: '',\n width: 0,\n height: 0,\n cornerRadius: 0,\n clip: false\n};\n\nexport const DefaultLineAttribute: Required<ILineGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultConnectAttribute,\n points: [],\n segments: [],\n curveType: 'linear',\n clipRange: 1,\n clipRangeByDimension: 'default',\n closePath: false\n};\n\nexport const DefaultPathAttribute: Required<IPathGraphicAttribute> = {\n ...DefaultAttribute,\n path: new CustomPath2D(),\n customPath: () => {\n Logger.getInstance().warn('空函数');\n }\n};\n\nexport const DefaultPolygonAttribute: Required<IPolygonGraphicAttribute> = {\n ...DefaultAttribute,\n points: [],\n cornerRadius: 0,\n closePath: true\n};\n\nexport const DefaultRectAttribute: Required<IRectGraphicAttribute> = {\n ...DefaultAttribute,\n width: 0,\n height: 0,\n x1: 0,\n y1: 0,\n strokeBoundsBuffer: 0,\n cornerRadius: 0\n};\n\nexport const DefaultRect3dAttribute: Required<IRect3dGraphicAttribute> = {\n ...DefaultAttribute,\n width: 0,\n height: 0,\n x1: 0,\n y1: 0,\n cornerRadius: 0,\n length: 0\n};\n\nexport const DefaultSymbolAttribute: Required<ISymbolGraphicAttribute> = {\n ...DefaultAttribute,\n symbolType: 'circle',\n size: 10, // 外接**正方形**的边长\n keepDirIn3d: true\n};\n\nexport const DefaultTextAttribute: Required<ITextGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultTextStyle,\n strokeBoundsBuffer: 0,\n keepDirIn3d: true\n};\n\nexport const DefaultRichTextAttribute: Required<IRichTextGraphicAttribute> = {\n ...DefaultAttribute,\n ...DefaultTextStyle,\n width: 300,\n height: 300,\n ellipsis: true,\n wordBreak: 'break-word' as RichTextWordBreak,\n verticalDirection: 'top' as RichTextVerticalDirection,\n textAlign: 'left' as RichTextGlobalAlignType,\n textBaseline: 'top' as RichTextGlobalBaselineType,\n layoutDirection: 'horizontal',\n textConfig: [],\n forceBreakLine: false,\n maxHeight: undefined,\n maxWidth: undefined,\n singleLine: false\n};\n\nexport const DefaultImageAttribute: Required<IImageGraphicAttribute> = {\n repeatX: 'no-repeat',\n repeatY: 'no-repeat',\n image: '',\n width: 0,\n height: 0,\n ...DefaultAttribute,\n fill: true,\n cornerRadius: 0\n};\n\nexport const DefaultRichTextIconAttribute: Required<IRichTextIconGraphicAttribute> = {\n ...DefaultImageAttribute,\n backgroundShowMode: 'never',\n backgroundWidth: 0,\n backgroundHeight: 0,\n textAlign: 'left',\n textBaseline: 'middle',\n direction: 'horizontal',\n margin: 0,\n id: '',\n\n width: 20,\n height: 20,\n backgroundFill: 'rgba(101, 117, 168, 0.1)',\n backgroundFillOpacity: 1,\n backgroundStroke: false,\n backgroundStrokeOpacity: 1,\n backgroundRadius: 4,\n opacity: 1\n};\n"]}
@@ -46,6 +46,7 @@ export declare class DefaultGraphicService implements IGraphicService {
46
46
  updateRectAABBBounds(attribute: IRectGraphicAttribute, rectTheme: Required<IRectGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IGraphic): IBounds;
47
47
  updateGroupAABBBounds(attribute: IGroupGraphicAttribute, groupTheme: Required<IGroupGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IGroup): IBounds;
48
48
  updateGlyphAABBBounds(attribute: IGlyphGraphicAttribute, theme: Required<IGlyphGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IGlyph): IBounds;
49
+ updateHTMLTextAABBBounds(attribute: ITextGraphicAttribute, textTheme: Required<ITextGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IText): void;
49
50
  updateRichTextAABBBounds(attribute: IRichTextGraphicAttribute, richtextTheme: Required<IRichTextGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IRichText): IBounds;
50
51
  updateTextAABBBounds(attribute: ITextGraphicAttribute, textTheme: Required<ITextGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IText): IBounds;
51
52
  updatePathAABBBounds(attribute: IPathGraphicAttribute, pathTheme: Required<IPathGraphicAttribute>, aabbBounds: IAABBBounds, graphic?: IPath): IBounds;
@@ -12,11 +12,11 @@ var __decorate = this && this.__decorate || function(decorators, target, key, de
12
12
 
13
13
  import { inject, injectable } from "../../common/inversify-lite";
14
14
 
15
- import { AABBBounds, epsilon, isArray, pi2, transformBoundsWithMatrix } from "@visactor/vutils";
15
+ import { AABBBounds, epsilon, isArray, isNumber, pi2, transformBoundsWithMatrix } from "@visactor/vutils";
16
16
 
17
17
  import { SyncHook } from "../../tapable";
18
18
 
19
- import { textDrawOffsetX } from "../../common/text";
19
+ import { textDrawOffsetX, textLayoutOffsetY } from "../../common/text";
20
20
 
21
21
  import { DefaultSymbolOuterBorderBoundsContribution } from "./symbol-contribution";
22
22
 
@@ -267,6 +267,17 @@ let DefaultGraphicService = class {
267
267
  aabbBounds.union(node.AABBBounds);
268
268
  })), aabbBounds) : aabbBounds;
269
269
  }
270
+ updateHTMLTextAABBBounds(attribute, textTheme, aabbBounds, graphic) {
271
+ const {textAlign: textAlign, textBaseline: textBaseline} = attribute;
272
+ if (null != attribute.forceBoundsHeight) {
273
+ const h = isNumber(attribute.forceBoundsHeight) ? attribute.forceBoundsHeight : attribute.forceBoundsHeight(), dy = textLayoutOffsetY(textBaseline, h, h);
274
+ aabbBounds.set(aabbBounds.x1, dy, aabbBounds.x2, dy + h);
275
+ }
276
+ if (null != attribute.forceBoundsWidth) {
277
+ const w = isNumber(attribute.forceBoundsWidth) ? attribute.forceBoundsWidth : attribute.forceBoundsWidth(), dx = textDrawOffsetX(textAlign, w);
278
+ aabbBounds.set(dx, aabbBounds.y1, dx + w, aabbBounds.y2);
279
+ }
280
+ }
270
281
  updateRichTextAABBBounds(attribute, richtextTheme, aabbBounds, graphic) {
271
282
  if (!this._validCheck(attribute, richtextTheme, aabbBounds, graphic)) return aabbBounds;
272
283
  if (!graphic) return aabbBounds;
@@ -307,8 +318,8 @@ let DefaultGraphicService = class {
307
318
  aabbBounds.translate(deltaX, deltaY);
308
319
  const tb1 = this.tempAABBBounds1, tb2 = this.tempAABBBounds2;
309
320
  return tb1.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2),
310
- tb2.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2), this.transformAABBBounds(attribute, aabbBounds, richtextTheme, !1, graphic),
311
- aabbBounds;
321
+ tb2.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2), null == attribute.forceBoundsHeight && null == attribute.forceBoundsWidth || this.updateHTMLTextAABBBounds(attribute, richtextTheme, aabbBounds),
322
+ this.transformAABBBounds(attribute, aabbBounds, richtextTheme, !1, graphic), aabbBounds;
312
323
  }
313
324
  updateTextAABBBounds(attribute, textTheme, aabbBounds, graphic) {
314
325
  if (!this._validCheck(attribute, textTheme, aabbBounds, graphic)) return aabbBounds;
@@ -322,8 +333,8 @@ let DefaultGraphicService = class {
322
333
  const shadowBlurHalfWidth = shadowBlur / Math.abs(scaleX + scaleY);
323
334
  boundStroke(tb1, shadowBlurHalfWidth, !0, strokeBoundsBuffer), aabbBounds.union(tb1);
324
335
  }
325
- return this.combindShadowAABBBounds(aabbBounds, graphic), transformBoundsWithMatrix(aabbBounds, aabbBounds, graphic.transMatrix),
326
- aabbBounds;
336
+ return this.combindShadowAABBBounds(aabbBounds, graphic), null == attribute.forceBoundsHeight && null == attribute.forceBoundsWidth || this.updateHTMLTextAABBBounds(attribute, textTheme, aabbBounds),
337
+ transformBoundsWithMatrix(aabbBounds, aabbBounds, graphic.transMatrix), aabbBounds;
327
338
  }
328
339
  updatePathAABBBounds(attribute, pathTheme, aabbBounds, graphic) {
329
340
  if (!this._validCheck(attribute, pathTheme, aabbBounds, graphic)) return aabbBounds;
@@ -545,6 +556,7 @@ let DefaultGraphicService = class {
545
556
  }
546
557
  _validCheck(attribute, theme, aabbBounds, graphic) {
547
558
  if (!graphic) return !0;
559
+ if (null != attribute.forceBoundsHeight || null != attribute.forceBoundsWidth) return !0;
548
560
  if (!graphic.valid) return aabbBounds.clear(), !1;
549
561
  const {visible: visible = theme.visible} = attribute;
550
562
  return !!visible || (aabbBounds.clear(), !1);