@visactor/vrender-core 0.19.24-alpha.5 → 0.19.24-alpha.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/animate/config.js +2 -1
- package/cjs/canvas/constants.js +1 -2
- package/cjs/common/Reflect-metadata.js +2 -1
- package/cjs/common/canvas-utils.js +0 -1
- package/cjs/common/path-svg.js +1 -1
- package/cjs/common/polygon.js +2 -2
- package/cjs/common/rect-utils.js +1 -1
- package/cjs/common/render-area.js +1 -1
- package/cjs/common/render-command-list.js +1 -1
- package/cjs/common/render-curve.js +2 -1
- package/cjs/common/render-utils.js +1 -1
- package/cjs/common/seg-context.js +1 -1
- package/cjs/common/shape/rect.js +8 -6
- package/cjs/common/shape/rect.js.map +1 -1
- package/cjs/common/simplify.js +1 -1
- package/cjs/common/sort.js +1 -1
- package/cjs/common/split-path.js +1 -1
- package/cjs/common/store.js +1 -1
- package/cjs/common/text.js +1 -1
- package/cjs/core/application.js +1 -2
- package/cjs/core/camera.js +1 -1
- package/cjs/core/constants.js +1 -1
- package/cjs/core/core-modules.js +1 -1
- package/cjs/core/global-module.js +0 -2
- package/cjs/core/global.js +1 -1
- package/cjs/core/graphic-utils.js +1 -1
- package/cjs/core/index.js +1 -1
- package/cjs/core/layer-service.js +1 -1
- package/cjs/core/layer.js +1 -1
- package/cjs/core/light.js +1 -1
- package/cjs/core/stage.js +1 -1
- package/cjs/core/window.js +1 -1
- package/cjs/graphic/richtext.js +4 -3
- package/cjs/graphic/richtext.js.map +1 -1
- package/cjs/render/contributions/render/area-render.js +1 -1
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js +11 -10
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/draw-interceptor.js +1 -1
- package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
- package/dist/index.es.js +20 -9
- package/es/animate/config.js +2 -1
- package/es/canvas/constants.js +1 -2
- package/es/common/Reflect-metadata.js +2 -1
- package/es/common/canvas-utils.js +1 -2
- package/es/common/path-svg.js +1 -1
- package/es/common/polygon.js +1 -1
- package/es/common/rect-utils.js +1 -1
- package/es/common/render-area.js +1 -1
- package/es/common/render-command-list.js +1 -1
- package/es/common/render-curve.js +2 -1
- package/es/common/render-utils.js +1 -1
- package/es/common/seg-context.js +1 -1
- package/es/common/shape/rect.js +8 -6
- package/es/common/shape/rect.js.map +1 -1
- package/es/common/simplify.js +1 -1
- package/es/common/sort.js +1 -1
- package/es/common/split-path.js +1 -1
- package/es/common/store.js +1 -1
- package/es/common/text.js +1 -1
- package/es/core/application.js +1 -2
- package/es/core/camera.js +1 -1
- package/es/core/constants.js +1 -1
- package/es/core/core-modules.js +1 -1
- package/es/core/global-module.js +0 -2
- package/es/core/global.js +1 -1
- package/es/core/graphic-utils.js +1 -1
- package/es/core/index.js +1 -1
- package/es/core/layer-service.js +1 -1
- package/es/core/layer.js +1 -1
- package/es/core/light.js +1 -1
- package/es/core/stage.js +1 -1
- package/es/core/window.js +1 -1
- package/es/graphic/richtext.js +4 -3
- package/es/graphic/richtext.js.map +1 -1
- package/es/render/contributions/render/area-render.js +1 -1
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.js +10 -10
- package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/es/render/contributions/render/draw-interceptor.js +2 -2
- package/es/render/contributions/render/draw-interceptor.js.map +1 -1
- package/package.json +3 -3
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type { IPointLike } from '@visactor/vutils';\nimport { abs, isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IStrokeType\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime, Direction } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\nimport { BaseRender } from './base-render';\nimport {\n defaultAreaBackgroundRenderContribution,\n defaultAreaTextureRenderContribution\n} from './contributions/area-contribution-render';\nimport { segments } from '../../../common/shape/arc';\nimport { genCatmullRomSegments } from '../../../common/segment/catmull-rom';\nimport { genCatmullRomClosedSegments } from '../../../common/segment/catmull-rom-close';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike; curveTension?: number }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'catmullRom':\n return genCatmullRomSegments(points, params?.curveTension ?? 0.5, params);\n case 'catmullRomClosed':\n return genCatmullRomClosedSegments(points, params?.curveTension ?? 0.5, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender extends BaseRender<IArea> implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultAreaTextureRenderContribution, defaultAreaBackgroundRenderContribution];\n this.init(areaRenderContribitions);\n }\n\n drawLinearAreaHighPerformance(\n area: IArea,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n areaAttribute: Required<IAreaGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { points } = area.attribute;\n if (points.length < 2) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, area.attribute, areaAttribute);\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n const { x: originX = 0, x: originY = 0 } = area.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, area.attribute, areaAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n if (stroke) {\n const { stroke = areaAttribute && areaAttribute.stroke } = area.attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n if (stroke[0]) {\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n } else if (stroke[2]) {\n const endP = points[points.length - 1];\n context.moveTo(endP.x + offsetX, endP.y + offsetY, z);\n for (let i = points.length - 2; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n }\n }\n if (strokeCb) {\n strokeCb(context, area.attribute, areaAttribute);\n } else {\n context.setStrokeStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.stroke();\n }\n }\n }\n\n drawShape(\n area: IArea,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n stroke = areaAttribute.stroke,\n fillOpacity = areaAttribute.fillOpacity,\n z = areaAttribute.z,\n strokeOpacity = areaAttribute.strokeOpacity,\n curveTension = areaAttribute.curveTension\n } = area.attribute;\n\n const data = this.valid(area, areaAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { doFill, doStroke } = data;\n\n const { clipRange = areaAttribute.clipRange, closePath, points, segments } = area.attribute;\n let { curveType = areaAttribute.curveType } = area.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearAreaHighPerformance(\n area,\n context,\n !!fill,\n doStroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n areaAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: { endX: number; endY: number };\n const topCaches = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] && (lastTopSeg = { endX: seg.points[0].x, endY: seg.points[0].y });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint,\n curveTension\n });\n lastTopSeg = data;\n return data;\n })\n .filter(item => !!item);\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n if (bottomPoints.length > 1) {\n lastBottomSeg = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType,\n { curveTension }\n );\n bottomCaches.unshift(lastBottomSeg);\n }\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType, { curveTension });\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType,\n { curveTension }\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n const segments = area.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const areaAttribute = getTheme(area, params?.theme).area;\n this._draw(area, areaAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ) {\n if (\n !(\n cache &&\n cache.top &&\n cache.bottom &&\n cache.top.curves &&\n cache.top.curves.length &&\n cache.bottom.curves &&\n cache.bottom.curves.length\n )\n ) {\n return;\n }\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n context.beginPath();\n\n const ret: boolean = false;\n const { points, segments } = area.attribute;\n let direction = Direction.ROW;\n let endP: IPointLike;\n let startP: IPointLike;\n if (segments) {\n const endSeg = segments[segments.length - 1];\n const startSeg = segments[0];\n startP = startSeg.points[0];\n endP = endSeg.points[endSeg.points.length - 1];\n } else {\n startP = points[0];\n endP = points[points.length - 1];\n }\n const xTotalLength = abs(endP.x - startP.x);\n const yTotalLength = abs(endP.y - startP.y);\n if (endP.x1 == null) {\n direction = Direction.ROW;\n } else if (endP.y1 == null) {\n direction = Direction.COLUMN;\n } else if (!Number.isFinite(xTotalLength + yTotalLength)) {\n direction = Direction.ROW;\n } else {\n direction = xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN;\n }\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n direction,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke = defaultAttribute && defaultAttribute[1] && defaultAttribute[1].stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n direction === Direction.ROW ? 'x' : 'y',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
|
|
1
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+
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type { IPointLike } from '@visactor/vutils';\nimport { abs, isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IStrokeType\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime, Direction } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\nimport { BaseRender } from './base-render';\nimport {\n defaultAreaBackgroundRenderContribution,\n defaultAreaTextureRenderContribution\n} from './contributions/area-contribution-render';\nimport { segments } from '../../../common/shape/arc';\nimport { genCatmullRomSegments } from '../../../common/segment/catmull-rom';\nimport { genCatmullRomClosedSegments } from '../../../common/segment/catmull-rom-close';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike; curveTension?: number }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'catmullRom':\n return genCatmullRomSegments(points, params?.curveTension ?? 0.5, params);\n case 'catmullRomClosed':\n return genCatmullRomClosedSegments(points, params?.curveTension ?? 0.5, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender extends BaseRender<IArea> implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultAreaTextureRenderContribution, defaultAreaBackgroundRenderContribution];\n this.init(areaRenderContribitions);\n }\n\n drawLinearAreaHighPerformance(\n area: IArea,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n areaAttribute: Required<IAreaGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { points } = area.attribute;\n if (points.length < 2) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, area.attribute, areaAttribute);\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n const { x: originX = 0, x: originY = 0 } = area.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, area.attribute, areaAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n if (stroke) {\n const { stroke = areaAttribute && areaAttribute.stroke } = area.attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n if (stroke[0]) {\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n } else if (stroke[2]) {\n const endP = points[points.length - 1];\n context.moveTo(endP.x + offsetX, endP.y + offsetY, z);\n for (let i = points.length - 2; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n }\n }\n if (strokeCb) {\n strokeCb(context, area.attribute, areaAttribute);\n } else {\n context.setStrokeStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.stroke();\n }\n }\n }\n\n drawShape(\n area: IArea,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n stroke = areaAttribute.stroke,\n fillOpacity = areaAttribute.fillOpacity,\n z = areaAttribute.z,\n strokeOpacity = areaAttribute.strokeOpacity,\n curveTension = areaAttribute.curveTension\n } = area.attribute;\n\n const data = this.valid(area, areaAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { doFill } = data;\n const doStroke = data.doStroke && data.sVisible;\n\n const { clipRange = areaAttribute.clipRange, closePath, points, segments } = area.attribute;\n let { curveType = areaAttribute.curveType } = area.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearAreaHighPerformance(\n area,\n context,\n !!fill,\n doStroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n areaAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: { endX: number; endY: number };\n const topCaches = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] && (lastTopSeg = { endX: seg.points[0].x, endY: seg.points[0].y });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint,\n curveTension\n });\n lastTopSeg = data;\n return data;\n })\n .filter(item => !!item);\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n if (bottomPoints.length > 1) {\n lastBottomSeg = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType,\n { curveTension }\n );\n bottomCaches.unshift(lastBottomSeg);\n }\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType, { curveTension });\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType,\n { curveTension }\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n const segments = area.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const areaAttribute = getTheme(area, params?.theme).area;\n this._draw(area, areaAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ) {\n if (\n !(\n cache &&\n cache.top &&\n cache.bottom &&\n cache.top.curves &&\n cache.top.curves.length &&\n cache.bottom.curves &&\n cache.bottom.curves.length\n )\n ) {\n return;\n }\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n context.beginPath();\n\n const ret: boolean = false;\n const { points, segments } = area.attribute;\n let direction = Direction.ROW;\n let endP: IPointLike;\n let startP: IPointLike;\n if (segments) {\n const endSeg = segments[segments.length - 1];\n const startSeg = segments[0];\n startP = startSeg.points[0];\n endP = endSeg.points[endSeg.points.length - 1];\n } else {\n startP = points[0];\n endP = points[points.length - 1];\n }\n const xTotalLength = abs(endP.x - startP.x);\n const yTotalLength = abs(endP.y - startP.y);\n if (endP.x1 == null) {\n direction = Direction.ROW;\n } else if (endP.y1 == null) {\n direction = Direction.COLUMN;\n } else if (!Number.isFinite(xTotalLength + yTotalLength)) {\n direction = Direction.ROW;\n } else {\n direction = xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN;\n }\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n direction,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke = defaultAttribute && defaultAttribute[1] && defaultAttribute[1].stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n direction === Direction.ROW ? 'x' : 'y',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
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@@ -78,8 +78,17 @@ let SplitRectAfterRenderContribution = class {
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78
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const {x1: x1, y1: y1, x: originX = groupAttribute.x, y: originY = groupAttribute.y, stroke: stroke = groupAttribute.stroke, cornerRadius: cornerRadius = groupAttribute.cornerRadius} = rect.attribute;
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let {width: width, height: height} = rect.attribute;
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if (width = (null != width ? width : x1 - originX) || 0, height = (null != height ? height : y1 - originY) || 0,
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-
Array.isArray(stroke) && stroke.some((s => !1 === s)))
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-
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81
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+
Array.isArray(stroke) && stroke.some((s => !1 === s))) {
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if (context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute), !(0 === cornerRadius || (0,
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83
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vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)))) {
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+
let lastStroke, lastStrokeI = 0;
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85
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+
return (0, rect_1.createRectPath)(context, x, y, width, height, cornerRadius, new Array(4).fill(0).map(((_, i) => (x1, y1, x2, y2) => {
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86
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+
stroke[i] && (lastStrokeI === i - 1 && stroke[i] === lastStroke || (context.setStrokeStyle(rect, Object.assign(Object.assign({}, rect.attribute), {
|
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87
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+
stroke: stroke[i]
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88
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+
}), x, y, groupAttribute), context.beginPath(), context.moveTo(x1, y1), lastStroke = stroke[i]),
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89
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+
lastStrokeI = i, context.lineTo(x2, y2), context.stroke(), 3 === i && context.beginPath());
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90
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+
}))), void context.stroke();
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91
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+
}
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if (context.beginPath(), context.moveTo(x, y), stroke[0] ? context.lineTo(x + width, y) : context.moveTo(x + width, y),
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84
93
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stroke[1] ? context.lineTo(x + width, y + height) : context.moveTo(x + width, y + height),
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85
94
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stroke[2] ? context.lineTo(x, y + height) : context.moveTo(x, y + height), stroke[3]) {
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@@ -87,14 +96,6 @@ let SplitRectAfterRenderContribution = class {
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87
96
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context.lineTo(x, adjustY);
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} else context.moveTo(x, y);
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context.stroke();
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90
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-
} else {
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91
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-
let lastStroke, lastStrokeI = 0;
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92
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-
(0, rect_1.createRectPath)(context, x, y, width, height, cornerRadius, new Array(4).fill(0).map(((_, i) => (x1, y1, x2, y2) => {
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93
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-
stroke[i] && (lastStrokeI === i - 1 && stroke[i] === lastStroke || (context.setStrokeStyle(rect, Object.assign(Object.assign({}, rect.attribute), {
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stroke: stroke[i]
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95
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-
}), x, y, groupAttribute), context.beginPath(), context.moveTo(x1, y1), lastStroke = stroke[i]),
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96
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-
lastStrokeI = i, context.lineTo(x2, y2), context.stroke());
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97
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-
})));
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98
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}
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}
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};
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@@ -1 +1 @@
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1
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-
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport { defaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { defaultBaseTextureRenderContribution } from './base-texture-contribution-render';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\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 ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // 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Required<IRectGraphicAttribute>,\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 doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\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 ) {\n const {\n x1,\n y1,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y,\n stroke = groupAttribute.stroke,\n cornerRadius = groupAttribute.cornerRadius\n } = rect.attribute as any;\n\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n\n // 带不同stroke边框\n if (!(cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0)))) {\n let lastStrokeI = 0;\n let lastStroke: any;\n createRectPath(\n context,\n x,\n y,\n width,\n height,\n cornerRadius,\n new Array(4).fill(0).map((_, i) => (x1: number, y1: number, x2: number, y2: number) => {\n if (stroke[i]) {\n if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {\n context.setStrokeStyle(rect, { ...rect.attribute, stroke: stroke[i] }, x, y, groupAttribute);\n context.beginPath();\n context.moveTo(x1, y1);\n lastStroke = stroke[i];\n }\n lastStrokeI = i;\n context.lineTo(x2, y2);\n context.stroke();\n }\n })\n );\n return;\n }\n\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\n// export const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\n// export const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
|
|
1
|
+
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport { defaultBaseBackgroundRenderContribution } from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { defaultBaseTextureRenderContribution } from './base-texture-contribution-render';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\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 ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.innerBorder as any\n );\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\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 doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\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 ) {\n const {\n x1,\n y1,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y,\n stroke = groupAttribute.stroke,\n cornerRadius = groupAttribute.cornerRadius\n } = rect.attribute as any;\n\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n\n // 带不同stroke边框\n if (!(cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0)))) {\n let lastStrokeI = 0;\n let lastStroke: any;\n createRectPath(\n context,\n x,\n y,\n width,\n height,\n cornerRadius,\n new Array(4).fill(0).map((_, i) => (x1: number, y1: number, x2: number, y2: number) => {\n if (stroke[i]) {\n if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {\n context.setStrokeStyle(rect, { ...rect.attribute, stroke: stroke[i] }, x, y, groupAttribute);\n context.beginPath();\n context.moveTo(x1, y1);\n lastStroke = stroke[i];\n }\n lastStrokeI = i;\n context.lineTo(x2, y2);\n context.stroke();\n if (i === 3) {\n context.beginPath();\n }\n }\n })\n );\n context.stroke();\n return;\n }\n\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\n// export const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\n// export const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
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@@ -40,7 +40,7 @@ class ShadowRootDrawItemInterceptorContribution {
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40
40
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drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m),
|
|
41
41
|
drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);
|
|
42
42
|
}
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|
43
|
-
return drawContribution.renderGroup(graphic.shadowRoot, drawContext,
|
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43
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+
return drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrix_allocate_1.matrixAllocate.allocate(1, 0, 0, 1, 0, 0)),
|
|
44
44
|
context.highPerformanceRestore(), drawContribution.dirtyBounds && drawContribution.backupDirtyBounds && (drawContribution.dirtyBounds.copy(tempDirtyBounds),
|
|
45
45
|
drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds)), !0;
|
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46
46
|
}
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@@ -1 +1 @@
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1
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-
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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { graphicCreator, mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicAttribute,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\nconst tempBackupDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n// @injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx < 0\n ) {\n return false;\n }\n if (\n graphic.attribute.shadowRootIdx > 0 ||\n !graphic.attribute.shadowRootIdx ||\n (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0)\n ) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx > 0\n ) {\n return false;\n }\n if (graphic.attribute.shadowRootIdx < 0 || (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0)) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n tempBackupDirtyBounds.copy(drawContribution.backupDirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext, graphic.parent.globalTransMatrix);\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds);\n }\n\n return true;\n }\n}\n\n// @injectable()\nexport class DebugDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute._debug_bounds) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n graphic.parent && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n graphic.glyphHost &&\n graphic.glyphHost.parent &&\n context.setTransformFromMatrix(graphic.glyphHost.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n interceptors: IDrawItemInterceptorContribution[];\n constructor() {\n this.interceptors = [\n new ShadowRootDrawItemInterceptorContribution(),\n new Canvas3DDrawItemInterceptor(),\n new InteractiveDrawItemInterceptorContribution(),\n new DebugDrawItemInterceptorContribution()\n ];\n }\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].afterDrawItem &&\n this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 【性能方案】判定写在外层,减少遍历判断耗时,10000条数据减少1ms\n if (\n (!graphic.in3dMode || drawContext.in3dInterceptor) &&\n !graphic.shadowRoot &&\n !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)\n ) {\n return false;\n }\n\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].beforeDrawItem &&\n this.interceptors[i].beforeDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n}\n\n/**\n * 交互层节点拦截器,用于支持交互层图元\n */\n// @injectable()\nexport class InteractiveDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n processing: boolean;\n // afterDrawItem(\n // graphic: IGraphic,\n // renderService: IRenderService,\n // drawContext: IDrawContext,\n // drawContribution: IDrawContribution,\n // params?: IGraphicRenderDrawParams\n // ): boolean {\n\n // if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n // this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n // }\n // return false;\n // }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (this.processing) {\n return false;\n }\n // 判断是否在交互层\n if (graphic.baseGraphic) {\n return this.beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n return this.beforeSetInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n\n /**\n * 用于提升interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeSetInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n let interactiveGraphic: IGraphic = graphic.interactiveGraphic;\n if (graphic.attribute.globalZIndex) {\n if (!interactiveGraphic) {\n interactiveGraphic = graphic.clone();\n graphic.interactiveGraphic = interactiveGraphic;\n interactiveGraphic.baseGraphic = graphic;\n }\n // 设置位置\n // const m = graphic.globalTransMatrix;\n interactiveGraphic.setAttributes(\n {\n globalZIndex: 0,\n zIndex: graphic.attribute.globalZIndex\n },\n false,\n { skipUpdateCallback: true }\n );\n // 添加到交互层中\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.add(interactiveGraphic);\n }\n return true;\n } else if (interactiveGraphic) {\n // 从交互层中删除\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(interactiveGraphic);\n }\n graphic.interactiveGraphic = null;\n interactiveGraphic.baseGraphic = null;\n }\n return false;\n }\n\n /**\n * 用于绘制interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeDrawInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 默认使用原始的图元\n const baseGraphic = graphic.baseGraphic as IGraphic;\n // 如果主图元被删除了,那把交互图元这个也删除\n if (!baseGraphic.stage) {\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(graphic);\n }\n return true;\n }\n if (baseGraphic) {\n this.processing = true;\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(baseGraphic.parent.globalTransMatrix, true);\n // context.fillRect(0, 0, 100, 100);\n // 设置context的transform到上一个节点\n baseGraphic.isContainer\n ? drawContribution.renderGroup(baseGraphic as IGroup, drawContext, baseGraphic.parent.globalTransMatrix)\n : drawContribution.renderItem(baseGraphic, drawContext);\n\n context.highPerformanceRestore();\n this.processing = false;\n\n return true;\n }\n return false;\n }\n getShadowRoot(interactiveLayer: ILayer) {\n // 获取绑定影子节点的group\n let group = interactiveLayer.getElementById('_interactive_group') as IGroup;\n if (!group) {\n group = graphicCreator.CreateGraphic('group', {});\n group.id = '_interactive_group';\n interactiveLayer.add(group);\n }\n return group.shadowRoot ?? group.attachShadow();\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n// @injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = ((a.attribute.startAngle ?? 0) + (a.attribute.endAngle ?? 0)) / 2;\n let angle2 = ((b.attribute.startAngle ?? 0) + (b.attribute.endAngle ?? 0)) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n const m = graphic.parent.globalTransMatrix;\n drawContext.hack_pieFace = 'outside';\n drawContribution.renderGroup(graphic as IGroup, drawContext, m);\n // 绘制内部\n drawContext.hack_pieFace = 'inside';\n drawContribution.renderGroup(graphic as IGroup, drawContext, m);\n // 绘制顶部\n drawContext.hack_pieFace = 'top';\n drawContribution.renderGroup(graphic as IGroup, drawContext, m);\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n drawContribution.renderGroup(graphic as IGroup, drawContext, graphic.parent.globalTransMatrix, true);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n drawContribution.renderGroup(graphic as IGroup, drawContext, graphic.parent.globalTransMatrix);\n }\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { graphicCreator, mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicAttribute,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate, matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\nconst tempBackupDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n// @injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx < 0\n ) {\n return false;\n }\n if (\n graphic.attribute.shadowRootIdx > 0 ||\n !graphic.attribute.shadowRootIdx ||\n (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0)\n ) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx > 0\n ) {\n return false;\n }\n if (graphic.attribute.shadowRootIdx < 0 || (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0)) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n tempBackupDirtyBounds.copy(drawContribution.backupDirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0));\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds);\n }\n\n return true;\n }\n}\n\n// @injectable()\nexport class DebugDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute._debug_bounds) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n graphic.parent && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n graphic.glyphHost &&\n graphic.glyphHost.parent &&\n context.setTransformFromMatrix(graphic.glyphHost.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n interceptors: IDrawItemInterceptorContribution[];\n constructor() {\n this.interceptors = [\n new ShadowRootDrawItemInterceptorContribution(),\n new Canvas3DDrawItemInterceptor(),\n new InteractiveDrawItemInterceptorContribution(),\n new DebugDrawItemInterceptorContribution()\n ];\n }\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].afterDrawItem &&\n this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 【性能方案】判定写在外层,减少遍历判断耗时,10000条数据减少1ms\n if (\n (!graphic.in3dMode || drawContext.in3dInterceptor) &&\n !graphic.shadowRoot &&\n !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)\n ) {\n return false;\n }\n\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].beforeDrawItem &&\n this.interceptors[i].beforeDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n}\n\n/**\n * 交互层节点拦截器,用于支持交互层图元\n */\n// @injectable()\nexport class InteractiveDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n processing: boolean;\n // afterDrawItem(\n // graphic: IGraphic,\n // renderService: IRenderService,\n // drawContext: IDrawContext,\n // drawContribution: IDrawContribution,\n // params?: IGraphicRenderDrawParams\n // ): boolean {\n\n // if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n // this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n // }\n // return false;\n // }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (this.processing) {\n return false;\n }\n // 判断是否在交互层\n if (graphic.baseGraphic) {\n return this.beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n return this.beforeSetInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n\n /**\n * 用于提升interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeSetInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n let interactiveGraphic: IGraphic = graphic.interactiveGraphic;\n if (graphic.attribute.globalZIndex) {\n if (!interactiveGraphic) {\n interactiveGraphic = graphic.clone();\n graphic.interactiveGraphic = interactiveGraphic;\n interactiveGraphic.baseGraphic = graphic;\n }\n // 设置位置\n // const m = graphic.globalTransMatrix;\n interactiveGraphic.setAttributes(\n {\n globalZIndex: 0,\n zIndex: graphic.attribute.globalZIndex\n },\n false,\n { skipUpdateCallback: true }\n );\n // 添加到交互层中\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.add(interactiveGraphic);\n }\n return true;\n } else if (interactiveGraphic) {\n // 从交互层中删除\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(interactiveGraphic);\n }\n graphic.interactiveGraphic = null;\n interactiveGraphic.baseGraphic = null;\n }\n return false;\n }\n\n /**\n * 用于绘制interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeDrawInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 默认使用原始的图元\n const baseGraphic = graphic.baseGraphic as IGraphic;\n // 如果主图元被删除了,那把交互图元这个也删除\n if (!baseGraphic.stage) {\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(graphic);\n }\n return true;\n }\n if (baseGraphic) {\n this.processing = true;\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(baseGraphic.parent.globalTransMatrix, true);\n // context.fillRect(0, 0, 100, 100);\n // 设置context的transform到上一个节点\n baseGraphic.isContainer\n ? drawContribution.renderGroup(baseGraphic as IGroup, drawContext, baseGraphic.parent.globalTransMatrix)\n : drawContribution.renderItem(baseGraphic, drawContext);\n\n context.highPerformanceRestore();\n this.processing = false;\n\n return true;\n }\n return false;\n }\n getShadowRoot(interactiveLayer: ILayer) {\n // 获取绑定影子节点的group\n let group = interactiveLayer.getElementById('_interactive_group') as IGroup;\n if (!group) {\n group = graphicCreator.CreateGraphic('group', {});\n group.id = '_interactive_group';\n interactiveLayer.add(group);\n }\n return group.shadowRoot ?? group.attachShadow();\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n// @injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = ((a.attribute.startAngle ?? 0) + (a.attribute.endAngle ?? 0)) / 2;\n let angle2 = ((b.attribute.startAngle ?? 0) + (b.attribute.endAngle ?? 0)) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n const m = graphic.parent.globalTransMatrix;\n drawContext.hack_pieFace = 'outside';\n drawContribution.renderGroup(graphic as IGroup, drawContext, m);\n // 绘制内部\n drawContext.hack_pieFace = 'inside';\n drawContribution.renderGroup(graphic as IGroup, drawContext, m);\n // 绘制顶部\n drawContext.hack_pieFace = 'top';\n drawContribution.renderGroup(graphic as IGroup, drawContext, m);\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n drawContribution.renderGroup(graphic as IGroup, drawContext, graphic.parent.globalTransMatrix, true);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n drawContribution.renderGroup(graphic as IGroup, drawContext, graphic.parent.globalTransMatrix);\n }\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
|
package/dist/index.es.js
CHANGED
|
@@ -17270,10 +17270,12 @@ class RichText extends Graphic {
|
|
|
17270
17270
|
let pickIcon;
|
|
17271
17271
|
frameCache.icons.forEach(icon => {
|
|
17272
17272
|
var _a, _b;
|
|
17273
|
-
|
|
17273
|
+
const bounds = icon.AABBBounds.clone();
|
|
17274
|
+
bounds.translate(icon._marginArray[3], icon._marginArray[0]);
|
|
17275
|
+
if (bounds.containsPoint({ x: point.x - x, y: point.y - y })) {
|
|
17274
17276
|
pickIcon = icon;
|
|
17275
|
-
pickIcon.globalX = ((_a = pickIcon.attribute.x) !== null && _a !== void 0 ? _a : 0) + x;
|
|
17276
|
-
pickIcon.globalY = ((_b = pickIcon.attribute.y) !== null && _b !== void 0 ? _b : 0) + y;
|
|
17277
|
+
pickIcon.globalX = ((_a = pickIcon.attribute.x) !== null && _a !== void 0 ? _a : 0) + x + icon._marginArray[3];
|
|
17278
|
+
pickIcon.globalY = ((_b = pickIcon.attribute.y) !== null && _b !== void 0 ? _b : 0) + y + icon._marginArray[0];
|
|
17277
17279
|
}
|
|
17278
17280
|
});
|
|
17279
17281
|
return pickIcon;
|
|
@@ -20382,35 +20384,39 @@ function createRectPath(path, x, y, width, height, rectCornerRadius, edgeCb) {
|
|
|
20382
20384
|
? edgeCb[0](leftTopPoint1[0], leftTopPoint1[1], rightTopPoint1[0], rightTopPoint1[1])
|
|
20383
20385
|
: path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);
|
|
20384
20386
|
if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {
|
|
20387
|
+
edgeCb && edgeCb[0] && path.moveTo(rightTopPoint1[0], rightTopPoint1[1]);
|
|
20385
20388
|
const centerX = rightTopPoint1[0];
|
|
20386
20389
|
const centerY = rightTopPoint1[1] + _cornerRadius[1];
|
|
20387
20390
|
path.arc(centerX, centerY, _cornerRadius[1], -halfPi, 0, false);
|
|
20388
20391
|
}
|
|
20389
20392
|
edgeCb && edgeCb[1]
|
|
20390
|
-
? edgeCb[1](
|
|
20393
|
+
? edgeCb[1](rightTopPoint2[0], rightTopPoint2[1], rightBottomPoint2[0], rightBottomPoint2[1])
|
|
20391
20394
|
: path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);
|
|
20392
20395
|
if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {
|
|
20393
20396
|
const centerX = rightBottomPoint2[0] - _cornerRadius[2];
|
|
20394
20397
|
const centerY = rightBottomPoint2[1];
|
|
20398
|
+
edgeCb && edgeCb[1] && path.moveTo(rightBottomPoint2[0], rightBottomPoint2[1]);
|
|
20395
20399
|
path.arc(centerX, centerY, _cornerRadius[2], 0, halfPi, false);
|
|
20396
20400
|
}
|
|
20397
20401
|
edgeCb && edgeCb[2]
|
|
20398
|
-
? edgeCb[2](
|
|
20402
|
+
? edgeCb[2](rightBottomPoint1[0], rightBottomPoint1[1], leftBottomPoint1[0], leftBottomPoint1[1])
|
|
20399
20403
|
: path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);
|
|
20400
20404
|
if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {
|
|
20401
20405
|
const centerX = leftBottomPoint1[0];
|
|
20402
20406
|
const centerY = leftBottomPoint1[1] - _cornerRadius[3];
|
|
20407
|
+
edgeCb && edgeCb[2] && path.moveTo(leftBottomPoint1[0], leftBottomPoint1[1]);
|
|
20403
20408
|
path.arc(centerX, centerY, _cornerRadius[3], halfPi, pi, false);
|
|
20404
20409
|
}
|
|
20405
20410
|
edgeCb && edgeCb[3]
|
|
20406
|
-
? edgeCb[3](
|
|
20411
|
+
? edgeCb[3](leftBottomPoint2[0], leftBottomPoint2[1], leftTopPoint2[0], leftTopPoint2[1])
|
|
20407
20412
|
: path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);
|
|
20408
20413
|
if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {
|
|
20409
20414
|
const centerX = leftTopPoint1[0];
|
|
20410
20415
|
const centerY = leftTopPoint1[1] + _cornerRadius[0];
|
|
20416
|
+
edgeCb && edgeCb[3] && path.moveTo(leftTopPoint2[0], leftTopPoint2[1]);
|
|
20411
20417
|
path.arc(centerX, centerY, _cornerRadius[0], pi, pi + halfPi, false);
|
|
20412
20418
|
}
|
|
20413
|
-
path.closePath();
|
|
20419
|
+
!edgeCb && path.closePath();
|
|
20414
20420
|
return path;
|
|
20415
20421
|
}
|
|
20416
20422
|
|
|
@@ -20532,8 +20538,12 @@ let SplitRectAfterRenderContribution = class SplitRectAfterRenderContribution {
|
|
|
20532
20538
|
lastStrokeI = i;
|
|
20533
20539
|
context.lineTo(x2, y2);
|
|
20534
20540
|
context.stroke();
|
|
20541
|
+
if (i === 3) {
|
|
20542
|
+
context.beginPath();
|
|
20543
|
+
}
|
|
20535
20544
|
}
|
|
20536
20545
|
}));
|
|
20546
|
+
context.stroke();
|
|
20537
20547
|
return;
|
|
20538
20548
|
}
|
|
20539
20549
|
context.beginPath();
|
|
@@ -21908,7 +21918,8 @@ let DefaultCanvasAreaRender = class DefaultCanvasAreaRender extends BaseRender {
|
|
|
21908
21918
|
if (!data) {
|
|
21909
21919
|
return;
|
|
21910
21920
|
}
|
|
21911
|
-
const { doFill
|
|
21921
|
+
const { doFill } = data;
|
|
21922
|
+
const doStroke = data.doStroke && data.sVisible;
|
|
21912
21923
|
const { clipRange = areaAttribute.clipRange, closePath, points, segments } = area.attribute;
|
|
21913
21924
|
let { curveType = areaAttribute.curveType } = area.attribute;
|
|
21914
21925
|
if (closePath && curveType === 'linear') {
|
|
@@ -23328,7 +23339,7 @@ class ShadowRootDrawItemInterceptorContribution {
|
|
|
23328
23339
|
drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);
|
|
23329
23340
|
drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);
|
|
23330
23341
|
}
|
|
23331
|
-
drawContribution.renderGroup(graphic.shadowRoot, drawContext,
|
|
23342
|
+
drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0));
|
|
23332
23343
|
context.highPerformanceRestore();
|
|
23333
23344
|
if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {
|
|
23334
23345
|
drawContribution.dirtyBounds.copy(tempDirtyBounds);
|
package/es/animate/config.js
CHANGED
package/es/canvas/constants.js
CHANGED
|
@@ -63,5 +63,4 @@ function createConicGradient(context, color, params, offsetX = 0, offsetY = 0) {
|
|
|
63
63
|
return color.stops.forEach((stop => {
|
|
64
64
|
canvasGradient.addColorStop(stop.offset, stop.color);
|
|
65
65
|
})), canvasGradient.GetPattern(w + x, h + y, undefined);
|
|
66
|
-
}
|
|
67
|
-
//# sourceMappingURL=canvas-utils.js.map
|
|
66
|
+
}
|