@visactor/vrender-core 0.20.0-alpha.0 → 0.20.0-alpha.1

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.
Files changed (248) hide show
  1. package/cjs/allocator/matrix-allocate.d.ts +1 -1
  2. package/cjs/allocator/matrix-allocate.js +2 -4
  3. package/cjs/allocator/matrix-allocate.js.map +1 -1
  4. package/cjs/animate/animate.js +4 -2
  5. package/cjs/animate/animate.js.map +1 -1
  6. package/cjs/animate/custom-animate.d.ts +5 -16
  7. package/cjs/animate/custom-animate.js +9 -62
  8. package/cjs/animate/custom-animate.js.map +1 -1
  9. package/cjs/animate/group-fade.d.ts +16 -0
  10. package/cjs/animate/group-fade.js +66 -0
  11. package/cjs/animate/group-fade.js.map +1 -0
  12. package/cjs/animate/index.d.ts +1 -0
  13. package/cjs/animate/index.js +2 -1
  14. package/cjs/animate/index.js.map +1 -1
  15. package/cjs/canvas/util.d.ts +0 -1
  16. package/cjs/canvas/util.js +7 -17
  17. package/cjs/canvas/util.js.map +1 -1
  18. package/cjs/common/3d-interceptor.d.ts +3 -0
  19. package/cjs/common/3d-interceptor.js +51 -0
  20. package/cjs/common/3d-interceptor.js.map +1 -0
  21. package/cjs/common/bezier-utils.js +2 -1
  22. package/cjs/common/bounds-context.js +1 -2
  23. package/cjs/common/canvas-utils.d.ts +1 -1
  24. package/cjs/common/canvas-utils.js +15 -30
  25. package/cjs/common/canvas-utils.js.map +1 -1
  26. package/cjs/common/matrix.d.ts +11 -3
  27. package/cjs/common/matrix.js +97 -19
  28. package/cjs/common/matrix.js.map +1 -1
  29. package/cjs/common/morphing-utils.js +1 -1
  30. package/cjs/common/path-svg.js +1 -1
  31. package/cjs/common/polygon.js +2 -2
  32. package/cjs/common/rect-utils.js +1 -1
  33. package/cjs/common/render-area.js +1 -1
  34. package/cjs/common/render-command-list.js +1 -1
  35. package/cjs/common/render-curve.js +23 -33
  36. package/cjs/common/render-curve.js.map +1 -1
  37. package/cjs/common/render-utils.js +2 -1
  38. package/cjs/common/seg-context.js +1 -1
  39. package/cjs/common/simplify.js +1 -1
  40. package/cjs/common/sort.js +16 -13
  41. package/cjs/common/sort.js.map +1 -1
  42. package/cjs/common/split-path.js +1 -1
  43. package/cjs/common/store.js +1 -1
  44. package/cjs/common/text.d.ts +0 -2
  45. package/cjs/common/text.js +4 -11
  46. package/cjs/common/text.js.map +1 -1
  47. package/cjs/common/utils.js +1 -1
  48. package/cjs/common/utils.js.map +1 -1
  49. package/cjs/core/application.js +1 -2
  50. package/cjs/core/camera.js +4 -4
  51. package/cjs/core/camera.js.map +1 -1
  52. package/cjs/core/constants.js +1 -1
  53. package/cjs/core/core-modules.js +1 -1
  54. package/cjs/core/global-module.js +0 -2
  55. package/cjs/core/global.js +1 -1
  56. package/cjs/core/graphic-utils.js +1 -1
  57. package/cjs/core/index.js +1 -1
  58. package/cjs/core/layer-service.js +1 -1
  59. package/cjs/core/layer.js +1 -1
  60. package/cjs/core/light.js +1 -1
  61. package/cjs/core/stage.js +15 -9
  62. package/cjs/core/stage.js.map +1 -1
  63. package/cjs/core/window.js +1 -1
  64. package/cjs/graphic/builtin-symbol/utils.js +1 -5
  65. package/cjs/graphic/builtin-symbol/utils.js.map +1 -1
  66. package/cjs/graphic/config.js +1 -0
  67. package/cjs/graphic/config.js.map +1 -1
  68. package/cjs/graphic/graphic-service/graphic-service.d.ts +2 -8
  69. package/cjs/graphic/graphic-service/graphic-service.js +17 -107
  70. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  71. package/cjs/graphic/richtext/utils.js +12 -21
  72. package/cjs/graphic/richtext/utils.js.map +1 -1
  73. package/cjs/graphic/richtext.d.ts +1 -1
  74. package/cjs/graphic/richtext.js +2 -2
  75. package/cjs/graphic/richtext.js.map +1 -1
  76. package/cjs/graphic/text.js +1 -1
  77. package/cjs/graphic/text.js.map +1 -1
  78. package/cjs/index.d.ts +1 -0
  79. package/cjs/index.js +3 -3
  80. package/cjs/index.js.map +1 -1
  81. package/cjs/interface/graphic/group.d.ts +1 -1
  82. package/cjs/interface/graphic/group.js.map +1 -1
  83. package/cjs/interface/graphic/richText.d.ts +1 -0
  84. package/cjs/interface/graphic/richText.js.map +1 -1
  85. package/cjs/picker/pick-interceptor.d.ts +1 -1
  86. package/cjs/picker/pick-interceptor.js +2 -42
  87. package/cjs/picker/pick-interceptor.js.map +1 -1
  88. package/cjs/picker/picker-service.js +4 -5
  89. package/cjs/picker/picker-service.js.map +1 -1
  90. package/cjs/plugins/builtin-plugin/edit-module.d.ts +22 -0
  91. package/cjs/plugins/builtin-plugin/edit-module.js +94 -0
  92. package/cjs/plugins/builtin-plugin/edit-module.js.map +1 -0
  93. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +1 -1
  94. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  95. package/cjs/plugins/builtin-plugin/react-attribute-plugin.d.ts +2 -1
  96. package/cjs/plugins/builtin-plugin/react-attribute-plugin.js +15 -7
  97. package/cjs/plugins/builtin-plugin/react-attribute-plugin.js.map +1 -1
  98. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.d.ts +76 -0
  99. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js +338 -0
  100. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -0
  101. package/cjs/render/contributions/render/arc-render.js +1 -4
  102. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  103. package/cjs/render/contributions/render/area-render.js +1 -1
  104. package/cjs/render/contributions/render/area-render.js.map +1 -1
  105. package/cjs/render/contributions/render/base-3d-render.d.ts +10 -0
  106. package/cjs/render/contributions/render/base-3d-render.js +63 -0
  107. package/cjs/render/contributions/render/base-3d-render.js.map +1 -0
  108. package/cjs/render/contributions/render/base-render.js +5 -5
  109. package/cjs/render/contributions/render/base-render.js.map +1 -1
  110. package/cjs/render/contributions/render/draw-interceptor.js +7 -51
  111. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  112. package/cjs/render/contributions/render/group-render.js +4 -5
  113. package/cjs/render/contributions/render/group-render.js.map +1 -1
  114. package/cjs/render/contributions/render/pyramid3d-render.d.ts +3 -5
  115. package/cjs/render/contributions/render/pyramid3d-render.js +4 -54
  116. package/cjs/render/contributions/render/pyramid3d-render.js.map +1 -1
  117. package/cjs/render/contributions/render/rect3d-render.d.ts +3 -5
  118. package/cjs/render/contributions/render/rect3d-render.js +4 -53
  119. package/cjs/render/contributions/render/rect3d-render.js.map +1 -1
  120. package/cjs/render/contributions/render/symbol-render.js +9 -18
  121. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  122. package/cjs/render/contributions/render/utils.js +2 -5
  123. package/cjs/render/contributions/render/utils.js.map +1 -1
  124. package/dist/index.es.js +1288 -978
  125. package/es/allocator/matrix-allocate.d.ts +1 -1
  126. package/es/allocator/matrix-allocate.js +3 -3
  127. package/es/allocator/matrix-allocate.js.map +1 -1
  128. package/es/animate/animate.js +4 -2
  129. package/es/animate/animate.js.map +1 -1
  130. package/es/animate/custom-animate.d.ts +5 -16
  131. package/es/animate/custom-animate.js +9 -58
  132. package/es/animate/custom-animate.js.map +1 -1
  133. package/es/animate/group-fade.d.ts +16 -0
  134. package/es/animate/group-fade.js +56 -0
  135. package/es/animate/group-fade.js.map +1 -0
  136. package/es/animate/index.d.ts +1 -0
  137. package/es/animate/index.js +2 -0
  138. package/es/animate/index.js.map +1 -1
  139. package/es/canvas/util.d.ts +0 -1
  140. package/es/canvas/util.js +7 -17
  141. package/es/canvas/util.js.map +1 -1
  142. package/es/common/3d-interceptor.d.ts +3 -0
  143. package/es/common/3d-interceptor.js +47 -0
  144. package/es/common/3d-interceptor.js.map +1 -0
  145. package/es/common/bezier-utils.js +2 -1
  146. package/es/common/bounds-context.js +1 -2
  147. package/es/common/canvas-utils.d.ts +1 -1
  148. package/es/common/canvas-utils.js +15 -30
  149. package/es/common/canvas-utils.js.map +1 -1
  150. package/es/common/matrix.d.ts +11 -3
  151. package/es/common/matrix.js +90 -17
  152. package/es/common/matrix.js.map +1 -1
  153. package/es/common/morphing-utils.js +1 -1
  154. package/es/common/path-svg.js +1 -1
  155. package/es/common/polygon.js +1 -1
  156. package/es/common/rect-utils.js +1 -1
  157. package/es/common/render-area.js +1 -1
  158. package/es/common/render-command-list.js +1 -1
  159. package/es/common/render-curve.js +23 -33
  160. package/es/common/render-curve.js.map +1 -1
  161. package/es/common/render-utils.js +2 -1
  162. package/es/common/seg-context.js +1 -1
  163. package/es/common/simplify.js +1 -1
  164. package/es/common/sort.js +16 -13
  165. package/es/common/sort.js.map +1 -1
  166. package/es/common/split-path.js +1 -1
  167. package/es/common/store.js +1 -1
  168. package/es/common/text.d.ts +0 -2
  169. package/es/common/text.js +1 -7
  170. package/es/common/text.js.map +1 -1
  171. package/es/common/utils.js +1 -1
  172. package/es/common/utils.js.map +1 -1
  173. package/es/core/application.js +1 -2
  174. package/es/core/camera.js +6 -4
  175. package/es/core/camera.js.map +1 -1
  176. package/es/core/constants.js +1 -1
  177. package/es/core/core-modules.js +1 -1
  178. package/es/core/global-module.js +0 -2
  179. package/es/core/global.js +1 -1
  180. package/es/core/graphic-utils.js +1 -1
  181. package/es/core/index.js +1 -1
  182. package/es/core/layer-service.js +1 -1
  183. package/es/core/layer.js +1 -1
  184. package/es/core/light.js +1 -1
  185. package/es/core/stage.js +15 -9
  186. package/es/core/stage.js.map +1 -1
  187. package/es/core/window.js +1 -1
  188. package/es/graphic/builtin-symbol/utils.js +1 -4
  189. package/es/graphic/builtin-symbol/utils.js.map +1 -1
  190. package/es/graphic/config.js +1 -0
  191. package/es/graphic/config.js.map +1 -1
  192. package/es/graphic/graphic-service/graphic-service.d.ts +2 -8
  193. package/es/graphic/graphic-service/graphic-service.js +9 -97
  194. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  195. package/es/graphic/richtext/utils.js +9 -20
  196. package/es/graphic/richtext/utils.js.map +1 -1
  197. package/es/graphic/richtext.d.ts +1 -1
  198. package/es/graphic/richtext.js +2 -2
  199. package/es/graphic/richtext.js.map +1 -1
  200. package/es/graphic/text.js +2 -2
  201. package/es/graphic/text.js.map +1 -1
  202. package/es/index.d.ts +1 -0
  203. package/es/index.js +2 -0
  204. package/es/index.js.map +1 -1
  205. package/es/interface/graphic/group.d.ts +1 -1
  206. package/es/interface/graphic/group.js.map +1 -1
  207. package/es/interface/graphic/richText.d.ts +1 -0
  208. package/es/interface/graphic/richText.js.map +1 -1
  209. package/es/picker/pick-interceptor.d.ts +1 -1
  210. package/es/picker/pick-interceptor.js +4 -44
  211. package/es/picker/pick-interceptor.js.map +1 -1
  212. package/es/picker/picker-service.js +1 -1
  213. package/es/picker/picker-service.js.map +1 -1
  214. package/es/plugins/builtin-plugin/edit-module.d.ts +22 -0
  215. package/es/plugins/builtin-plugin/edit-module.js +86 -0
  216. package/es/plugins/builtin-plugin/edit-module.js.map +1 -0
  217. package/es/plugins/builtin-plugin/html-attribute-plugin.js +1 -1
  218. package/es/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  219. package/es/plugins/builtin-plugin/react-attribute-plugin.d.ts +2 -1
  220. package/es/plugins/builtin-plugin/react-attribute-plugin.js +15 -7
  221. package/es/plugins/builtin-plugin/react-attribute-plugin.js.map +1 -1
  222. package/es/plugins/builtin-plugin/richtext-edit-plugin.d.ts +76 -0
  223. package/es/plugins/builtin-plugin/richtext-edit-plugin.js +334 -0
  224. package/es/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -0
  225. package/es/render/contributions/render/arc-render.js +1 -4
  226. package/es/render/contributions/render/arc-render.js.map +1 -1
  227. package/es/render/contributions/render/area-render.js +1 -1
  228. package/es/render/contributions/render/area-render.js.map +1 -1
  229. package/es/render/contributions/render/base-3d-render.d.ts +10 -0
  230. package/es/render/contributions/render/base-3d-render.js +57 -0
  231. package/es/render/contributions/render/base-3d-render.js.map +1 -0
  232. package/es/render/contributions/render/base-render.js +3 -1
  233. package/es/render/contributions/render/base-render.js.map +1 -1
  234. package/es/render/contributions/render/draw-interceptor.js +7 -51
  235. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  236. package/es/render/contributions/render/group-render.js +3 -1
  237. package/es/render/contributions/render/group-render.js.map +1 -1
  238. package/es/render/contributions/render/pyramid3d-render.d.ts +3 -5
  239. package/es/render/contributions/render/pyramid3d-render.js +4 -56
  240. package/es/render/contributions/render/pyramid3d-render.js.map +1 -1
  241. package/es/render/contributions/render/rect3d-render.d.ts +3 -5
  242. package/es/render/contributions/render/rect3d-render.js +4 -55
  243. package/es/render/contributions/render/rect3d-render.js.map +1 -1
  244. package/es/render/contributions/render/symbol-render.js +9 -18
  245. package/es/render/contributions/render/symbol-render.js.map +1 -1
  246. package/es/render/contributions/render/utils.js +2 -5
  247. package/es/render/contributions/render/utils.js.map +1 -1
  248. package/package.json +4 -4
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type { IPointLike, vec2 } from '@visactor/vutils';\nimport { pi, pi2 } from '@visactor/vutils';\nimport { enumCommandMap as CMD } from '../common/path-svg';\nimport type { CommandType, IContext2d } from '../interface';\nimport { container } from '../container';\nimport { application } from '../application';\nimport { CanvasFactory, Context2dFactory } from './constants';\nimport type { CanvasConfigType, ICanvas, ICanvasFactory, IContext2dFactory } from '../interface';\n\nexport function wrapCanvas(params: CanvasConfigType) {\n return container.getNamed<ICanvasFactory>(CanvasFactory, application.global.env)(params);\n}\n\nexport function wrapContext(canvas: ICanvas, dpr: number) {\n return container.getNamed<IContext2dFactory>(Context2dFactory, application.global.env)(canvas, dpr);\n}\n// 源码参考 http://pomax.github.io/bezierinfo/#projections\n/**\n * 源码参考zrender https://github.com/ecomfe/zrender/\n * BSD 3-Clause License\n\n Copyright (c) 2017, Baidu Inc.\n All rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n * Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n * Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\n FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n// todo: 优化逻辑\n\nconst EPSILON_NUMERIC = 1e-4;\n\nconst THREE_SQRT = Math.sqrt(3);\nconst ONE_THIRD = 1 / 3;\nfunction isAroundZero(val: number) {\n return val > -EPSILON && val < EPSILON;\n}\nfunction isNotAroundZero(val: number) {\n return val > EPSILON || val < -EPSILON;\n}\nexport function vec2Equals(d1: vec2, d2: vec2): boolean {\n return Math.abs(d1[0] - d2[0]) + Math.abs(d1[1] - d2[1]) < 1e-10;\n}\n\nexport function isNumber(data: any): boolean {\n return typeof data === 'number' && Number.isFinite(data);\n}\n\nconst _v0: [number, number] = [0, 0];\nconst _v1: [number, number] = [0, 0];\nconst _v2: [number, number] = [0, 0];\n\nfunction distanceSquare(v1: [number, number], v2: [number, number]): number {\n return (v1[0] - v2[0]) * (v1[0] - v2[0]) + (v1[1] - v2[1]) * (v1[1] - v2[1]);\n}\n\n/**\n * 计算二次方贝塞尔值\n */\nexport function quadraticAt(p0: number, p1: number, p2: number, t: number): number {\n const onet = 1 - t;\n return onet * (onet * p0 + 2 * t * p1) + t * t * p2;\n}\n\n/**\n * 计算三次贝塞尔值\n */\nexport function cubicAt(p0: number, p1: number, p2: number, p3: number, t: number): number {\n const onet = 1 - t;\n return onet * onet * (onet * p0 + 3 * t * p1) + t * t * (t * p3 + 3 * onet * p2);\n}\n\n/**\n * 计算二次方贝塞尔方程根\n * @return 有效根数目\n */\nexport function quadraticRootAt(p0: number, p1: number, p2: number, val: number, roots: number[]): number {\n const a = p0 - 2 * p1 + p2;\n const b = 2 * (p1 - p0);\n const c = p0 - val;\n\n let n = 0;\n if (isAroundZero(a)) {\n if (isNotAroundZero(b)) {\n const t1 = -c / b;\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n }\n } else {\n const disc = b * b - 4 * a * c;\n if (isAroundZero(disc)) {\n const t1 = -b / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n } else if (disc > 0) {\n const discSqrt = Math.sqrt(disc);\n const t1 = (-b + discSqrt) / (2 * a);\n const t2 = (-b - discSqrt) / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n roots[n++] = t2;\n }\n }\n }\n return n;\n}\n\n/**\n * 计算二次贝塞尔方程极限值\n */\nexport function quadraticExtremum(p0: number, p1: number, p2: number): number {\n const divider = p0 + p2 - 2 * p1;\n if (divider === 0) {\n // p1 is center of p0 and p2\n return 0.5;\n }\n\n return (p0 - p1) / divider;\n}\n\n/**\n * 投射点到二次贝塞尔曲线上,返回投射距离。\n * 投射点有可能会有一个或者多个,这里只返回其中距离最短的一个。\n * @param {number} x0\n * @param {number} y0\n * @param {number} x1\n * @param {number} y1\n * @param {number} x2\n * @param {number} y2\n * @param {number} x\n * @param {number} y\n * @param {Array.<number>} out 投射点\n * @return {number}\n */\nexport function quadraticProjectPoint(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x: number,\n y: number,\n out: [number, number] | null\n): number {\n // http://pomax.github.io/bezierinfo/#projections\n let t: number = 0;\n let interval = 0.005;\n let d = Infinity;\n\n _v0[0] = x;\n _v0[1] = y;\n\n // 先粗略估计一下可能的最小距离的 t 值\n // PENDING\n for (let _t = 0; _t < 1; _t += 0.05) {\n _v1[0] = quadraticAt(x0, x1, x2, _t);\n _v1[1] = quadraticAt(y0, y1, y2, _t);\n const d1 = distanceSquare(_v0, _v1);\n if (d1 < d) {\n t = _t;\n d = d1;\n }\n }\n d = Infinity;\n\n // At most 32 iteration\n for (let i = 0; i < 32; i++) {\n if (interval < EPSILON_NUMERIC) {\n break;\n }\n const prev = t - interval;\n const next = t + interval;\n // t - interval\n _v1[0] = quadraticAt(x0, x1, x2, prev);\n _v1[1] = quadraticAt(y0, y1, y2, prev);\n\n const d1 = distanceSquare(_v1, _v0);\n\n if (prev >= 0 && d1 < d) {\n t = prev;\n d = d1;\n } else {\n // t + interval\n _v2[0] = quadraticAt(x0, x1, x2, next);\n _v2[1] = quadraticAt(y0, y1, y2, next);\n const d2 = distanceSquare(_v2, _v0);\n if (next <= 1 && d2 < d) {\n t = next;\n d = d2;\n } else {\n interval *= 0.5;\n }\n }\n }\n // t\n if (out) {\n out[0] = quadraticAt(x0, x1, x2, t);\n out[1] = quadraticAt(y0, y1, y2, t);\n }\n\n return Math.sqrt(d);\n}\n\n/**\n * 投射点到三次贝塞尔曲线上,返回投射距离。\n * 投射点有可能会有一个或者多个,这里只返回其中距离最短的一个。\n */\nexport function cubicProjectPoint(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number,\n x: number,\n y: number,\n out: [number, number] | null\n): number {\n // http://pomax.github.io/bezierinfo/#projections\n let t: number = 0;\n let interval = 0.005;\n let d = Infinity;\n let prev;\n let next;\n let d1;\n let d2;\n\n _v0[0] = x;\n _v0[1] = y;\n\n // 先粗略估计一下可能的最小距离的 t 值\n // PENDING\n for (let _t = 0; _t < 1; _t += 0.05) {\n _v1[0] = cubicAt(x0, x1, x2, x3, _t);\n _v1[1] = cubicAt(y0, y1, y2, y3, _t);\n d1 = distanceSquare(_v0, _v1);\n if (d1 < d) {\n t = _t;\n d = d1;\n }\n }\n d = Infinity;\n\n // At most 32 iteration\n for (let i = 0; i < 32; i++) {\n if (interval < EPSILON_NUMERIC) {\n break;\n }\n prev = t - interval;\n next = t + interval;\n // t - interval\n _v1[0] = cubicAt(x0, x1, x2, x3, prev);\n _v1[1] = cubicAt(y0, y1, y2, y3, prev);\n\n d1 = distanceSquare(_v1, _v0);\n\n if (prev >= 0 && d1 < d) {\n t = prev;\n d = d1;\n } else {\n // t + interval\n _v2[0] = cubicAt(x0, x1, x2, x3, next);\n _v2[1] = cubicAt(y0, y1, y2, y3, next);\n d2 = distanceSquare(_v2, _v0);\n\n if (next <= 1 && d2 < d) {\n t = next;\n d = d2;\n } else {\n interval *= 0.5;\n }\n }\n }\n // t\n if (out) {\n out[0] = cubicAt(x0, x1, x2, x3, t);\n out[1] = cubicAt(y0, y1, y2, y3, t);\n }\n // console.log(interval, i);\n return Math.sqrt(d);\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/util.ts\nexport function normalizeRadian(angle: number): number {\n angle %= pi2;\n if (angle < 0) {\n angle += pi2;\n }\n return angle;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/windingLine.ts\nexport default function windingLine(x0: number, y0: number, x1: number, y1: number, x: number, y: number): number {\n if ((y > y0 && y > y1) || (y < y0 && y < y1)) {\n return 0;\n }\n // Ignore horizontal line\n if (y1 === y0) {\n return 0;\n }\n const t = (y - y0) / (y1 - y0);\n\n let dir = y1 < y0 ? 1 : -1;\n // Avoid winding error when intersection point is the connect point of two line of polygon\n if (t === 1 || t === 0) {\n dir = y1 < y0 ? 0.5 : -0.5;\n }\n\n const x_ = t * (x1 - x0) + x0;\n\n // If (x, y) on the line, considered as \"contain\".\n return x_ === x ? Infinity : x_ > x ? dir : 0;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/quadratic.ts\nexport function containQuadStroke(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n // Quick reject\n if (\n (y > y0 + _l && y > y1 + _l && y > y2 + _l) ||\n (y < y0 - _l && y < y1 - _l && y < y2 - _l) ||\n (x > x0 + _l && x > x1 + _l && x > x2 + _l) ||\n (x < x0 - _l && x < x1 - _l && x < x2 - _l)\n ) {\n return false;\n }\n const d = quadraticProjectPoint(x0, y0, x1, y1, x2, y2, x, y, null);\n return d <= _l / 2;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/cubic.ts\n/**\n * 三次贝塞尔曲线描边包含判断\n */\nexport function containCubicStroke(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n // Quick reject\n if (\n (y > y0 + _l && y > y1 + _l && y > y2 + _l && y > y3 + _l) ||\n (y < y0 - _l && y < y1 - _l && y < y2 - _l && y < y3 - _l) ||\n (x > x0 + _l && x > x1 + _l && x > x2 + _l && x > x3 + _l) ||\n (x < x0 - _l && x < x1 - _l && x < x2 - _l && x < x3 - _l)\n ) {\n return false;\n }\n const d = cubicProjectPoint(x0, y0, x1, y1, x2, y2, x3, y3, x, y, null);\n return d <= _l / 2;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/arc.ts\n/**\n * 圆弧描边包含判断\n */\nexport function containArcStroke(\n cx: number,\n cy: number,\n r: number,\n startAngle: number,\n endAngle: number,\n anticlockwise: boolean,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n\n x -= cx;\n y -= cy;\n const d = Math.sqrt(x * x + y * y);\n\n if (d - _l > r || d + _l < r) {\n return false;\n }\n // TODO\n if (Math.abs(startAngle - endAngle) % pi2 < 1e-4) {\n // Is a circle\n return true;\n }\n if (anticlockwise) {\n const tmp = startAngle;\n startAngle = normalizeRadian(endAngle);\n endAngle = normalizeRadian(tmp);\n } else {\n startAngle = normalizeRadian(startAngle);\n endAngle = normalizeRadian(endAngle);\n }\n if (startAngle > endAngle) {\n endAngle += pi2;\n }\n\n let angle = Math.atan2(y, x);\n if (angle < 0) {\n angle += pi2;\n }\n return (angle >= startAngle && angle <= endAngle) || (angle + pi2 >= startAngle && angle + pi2 <= endAngle);\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/line.ts\n/**\n * 线段包含判断\n * @param {number} x0\n * @param {number} y0\n * @param {number} x1\n * @param {number} y1\n * @param {number} lineWidth\n * @param {number} x\n * @param {number} y\n * @return {boolean}\n */\nexport function containLineStroke(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n const _halfL = lineWidth / 2;\n let _a = 0;\n let _b = x0;\n // Quick reject\n if (\n (y > y0 + _halfL && y > y1 + _halfL) ||\n (y < y0 - _halfL && y < y1 - _halfL) ||\n (x > x0 + _halfL && x > x1 + _halfL) ||\n (x < x0 - _halfL && x < x1 - _halfL)\n ) {\n return false;\n }\n\n if (x0 !== x1) {\n _a = (y0 - y1) / (x0 - x1);\n _b = (x0 * y1 - x1 * y0) / (x0 - x1);\n } else {\n return Math.abs(x - x0) <= _l / 2;\n }\n const tmp = _a * x - y + _b;\n const _s = (tmp * tmp) / (_a * _a + 1);\n return _s <= ((_l / 2) * _l) / 2;\n}\n\nconst globalPoint: IPointLike = { x: 0, y: 0 };\nexport function transformPoint(pos: IPointLike, ctx: IContext2d, out?: IPointLike): IPointLike {\n const matrix = ctx.currentMatrix.getInverse();\n out = out || globalPoint;\n out.x = pos.x * matrix.a + pos.y * matrix.c + matrix.e;\n out.y = pos.x * matrix.b + pos.y * matrix.d + matrix.f;\n return out;\n}\n\nconst EPSILON = 1e-4;\n\n/**\n * 计算三次贝塞尔方程根,使用盛金公式\n */\nexport function cubicRootAt(p0: number, p1: number, p2: number, p3: number, val: number, roots: number[]): number {\n // Evaluate roots of cubic functions\n const a = p3 + 3 * (p1 - p2) - p0;\n const b = 3 * (p2 - p1 * 2 + p0);\n const c = 3 * (p1 - p0);\n const d = p0 - val;\n\n const A = b * b - 3 * a * c;\n const B = b * c - 9 * a * d;\n const C = c * c - 3 * b * d;\n\n let n = 0;\n\n if (isAroundZero(A) && isAroundZero(B)) {\n if (isAroundZero(b)) {\n roots[0] = 0;\n } else {\n const t1 = -c / b; //t1, t2, t3, b is not zero\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n }\n } else {\n const disc = B * B - 4 * A * C;\n\n if (isAroundZero(disc)) {\n const K = B / A;\n const t1 = -b / a + K; // t1, a is not zero\n const t2 = -K / 2; // t2, t3\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n roots[n++] = t2;\n }\n } else if (disc > 0) {\n const discSqrt = Math.sqrt(disc);\n let Y1 = A * b + 1.5 * a * (-B + discSqrt);\n let Y2 = A * b + 1.5 * a * (-B - discSqrt);\n if (Y1 < 0) {\n Y1 = -Math.pow(-Y1, ONE_THIRD);\n } else {\n Y1 = Math.pow(Y1, ONE_THIRD);\n }\n if (Y2 < 0) {\n Y2 = -Math.pow(-Y2, ONE_THIRD);\n } else {\n Y2 = Math.pow(Y2, ONE_THIRD);\n }\n const t1 = (-b - (Y1 + Y2)) / (3 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n } else {\n const T = (2 * A * b - 3 * a * B) / (2 * Math.sqrt(A * A * A));\n const theta = Math.acos(T) / 3;\n const ASqrt = Math.sqrt(A);\n const tmp = Math.cos(theta);\n\n const t1 = (-b - 2 * ASqrt * tmp) / (3 * a);\n const t2 = (-b + ASqrt * (tmp + THREE_SQRT * Math.sin(theta))) / (3 * a);\n const t3 = (-b + ASqrt * (tmp - THREE_SQRT * Math.sin(theta))) / (3 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n roots[n++] = t2;\n }\n if (t3 >= 0 && t3 <= 1) {\n roots[n++] = t3;\n }\n }\n }\n return n;\n}\n\n/**\n * 计算三次贝塞尔方程极限值的位置\n * @return 有效数目\n */\nexport function cubicExtrema(p0: number, p1: number, p2: number, p3: number, extrema: number[]): number {\n const b = 6 * p2 - 12 * p1 + 6 * p0;\n const a = 9 * p1 + 3 * p3 - 3 * p0 - 9 * p2;\n const c = 3 * p1 - 3 * p0;\n\n let n = 0;\n if (isAroundZero(a)) {\n if (isNotAroundZero(b)) {\n const t1 = -c / b;\n if (t1 >= 0 && t1 <= 1) {\n extrema[n++] = t1;\n }\n }\n } else {\n const disc = b * b - 4 * a * c;\n if (isAroundZero(disc)) {\n extrema[0] = -b / (2 * a);\n } else if (disc > 0) {\n const discSqrt = Math.sqrt(disc);\n const t1 = (-b + discSqrt) / (2 * a);\n const t2 = (-b - discSqrt) / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n extrema[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n extrema[n++] = t2;\n }\n }\n }\n return n;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction isAroundEqual(a: number, b: number) {\n return Math.abs(a - b) < EPSILON;\n}\n\n// 临时数组\nconst roots = [-1, -1, -1];\nconst extrema = [-1, -1];\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction swapExtrema() {\n const tmp = extrema[0];\n extrema[0] = extrema[1];\n extrema[1] = tmp;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction windingCubic(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number,\n x: number,\n y: number\n): number {\n // Quick reject\n if ((y > y0 && y > y1 && y > y2 && y > y3) || (y < y0 && y < y1 && y < y2 && y < y3)) {\n return 0;\n }\n const nRoots = cubicRootAt(y0, y1, y2, y3, y, roots);\n if (nRoots === 0) {\n return 0;\n }\n\n let w = 0;\n let nExtrema = -1;\n let y0_ = 0;\n let y1_ = 0;\n for (let i = 0; i < nRoots; i++) {\n const t = roots[i];\n\n // Avoid winding error when intersection point is the connect point of two line of polygon\n const unit = t === 0 || t === 1 ? 0.5 : 1;\n\n const x_ = cubicAt(x0, x1, x2, x3, t);\n if (x_ < x) {\n // Quick reject\n continue;\n }\n if (nExtrema < 0) {\n nExtrema = cubicExtrema(y0, y1, y2, y3, extrema);\n if (extrema[1] < extrema[0] && nExtrema > 1) {\n swapExtrema();\n }\n y0_ = cubicAt(y0, y1, y2, y3, extrema[0]);\n if (nExtrema > 1) {\n y1_ = cubicAt(y0, y1, y2, y3, extrema[1]);\n }\n }\n if (nExtrema === 2) {\n // 分成三段单调函数\n if (t < extrema[0]) {\n w += y0_ < y0 ? unit : -unit;\n } else if (t < extrema[1]) {\n w += y1_ < y0_ ? unit : -unit;\n } else {\n w += y3 < y1_ ? unit : -unit;\n }\n } else {\n // 分成两段单调函数\n if (t < extrema[0]) {\n w += y0_ < y0 ? unit : -unit;\n } else {\n w += y3 < y0_ ? unit : -unit;\n }\n }\n }\n return w;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction windingQuadratic(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x: number,\n y: number\n): number {\n // Quick reject\n if ((y > y0 && y > y1 && y > y2) || (y < y0 && y < y1 && y < y2)) {\n return 0;\n }\n const nRoots = quadraticRootAt(y0, y1, y2, y, roots);\n if (nRoots === 0) {\n return 0;\n }\n\n const t = quadraticExtremum(y0, y1, y2);\n if (t >= 0 && t <= 1) {\n let w = 0;\n const y_ = quadraticAt(y0, y1, y2, t);\n for (let i = 0; i < nRoots; i++) {\n // Remove one endpoint.\n const unit = roots[i] === 0 || roots[i] === 1 ? 0.5 : 1;\n\n const x_ = quadraticAt(x0, x1, x2, roots[i]);\n if (x_ < x) {\n // Quick reject\n continue;\n }\n if (roots[i] < t) {\n w += y_ < y0 ? unit : -unit;\n } else {\n w += y2 < y_ ? unit : -unit;\n }\n }\n return w;\n }\n\n // Remove one endpoint.\n const unit = roots[0] === 0 || roots[0] === 1 ? 0.5 : 1;\n\n const x_ = quadraticAt(x0, x1, x2, roots[0]);\n if (x_ < x) {\n // Quick reject\n return 0;\n }\n return y2 < y0 ? unit : -unit;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\n// TODO\n// Arc 旋转\n// startAngle, endAngle has been normalized by normalizeArcAngles\nfunction windingArc(\n cx: number,\n cy: number,\n r: number,\n startAngle: number,\n endAngle: number,\n anticlockwise: boolean,\n x: number,\n y: number\n) {\n y -= cy;\n if (y > r || y < -r) {\n return 0;\n }\n const tmp = Math.sqrt(r * r - y * y);\n roots[0] = -tmp;\n roots[1] = tmp;\n\n const dTheta = Math.abs(startAngle - endAngle);\n if (dTheta < 1e-4) {\n return 0;\n }\n if (dTheta >= pi2 - 1e-4) {\n // Is a circle\n startAngle = 0;\n endAngle = pi2;\n const dir = anticlockwise ? 1 : -1;\n if (x >= roots[0] + cx && x <= roots[1] + cx) {\n return dir;\n }\n\n return 0;\n }\n\n if (startAngle > endAngle) {\n // Swap, make sure startAngle is smaller than endAngle.\n const tmp = startAngle;\n startAngle = endAngle;\n endAngle = tmp;\n }\n // endAngle - startAngle is normalized to 0 - 2*pi.\n // So following will normalize them to 0 - 4*pi\n if (startAngle < 0) {\n startAngle += pi2;\n endAngle += pi2;\n }\n\n let w = 0;\n for (let i = 0; i < 2; i++) {\n const x_ = roots[i];\n if (x_ + cx > x) {\n let angle = Math.atan2(y, x_);\n let dir = anticlockwise ? 1 : -1;\n if (angle < 0) {\n angle = pi2 + angle;\n }\n if ((angle >= startAngle && angle <= endAngle) || (angle + pi2 >= startAngle && angle + pi2 <= endAngle)) {\n if (angle > pi / 2 && angle < pi * 1.5) {\n dir = -dir;\n }\n w += dir;\n }\n }\n }\n return w;\n}\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/core/PathProxy.ts\nfunction modpi2(radian: number) {\n const n = Math.round((radian / pi) * 1e8) / 1e8;\n return (n % 2) * pi;\n}\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/core/PathProxy.ts\nfunction normalizeArcAngles(angles: [number, number], anticlockwise: boolean) {\n let newStartAngle = modpi2(angles[0]);\n if (newStartAngle < 0) {\n newStartAngle += pi2;\n }\n const delta = newStartAngle - angles[0];\n let newEndAngle = angles[1];\n newEndAngle += delta;\n if (!anticlockwise && newEndAngle - newStartAngle >= pi2) {\n newEndAngle = newStartAngle + pi2;\n } else if (anticlockwise && newStartAngle - newEndAngle >= pi2) {\n newEndAngle = newStartAngle - pi2;\n } else if (!anticlockwise && newStartAngle > newEndAngle) {\n newEndAngle = newStartAngle + (pi2 - modpi2(newStartAngle - newEndAngle));\n } else if (anticlockwise && newStartAngle < newEndAngle) {\n newEndAngle = newStartAngle - (pi2 - modpi2(newEndAngle - newStartAngle));\n }\n angles[0] = newStartAngle;\n angles[1] = newEndAngle;\n}\n\nconst tmpAngles: [number, number] = [0, 0];\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction containPath(commands: CommandType[], lineWidth: number, isStroke: boolean, x: number, y: number): boolean {\n const data = commands;\n const len = commands.length;\n let w = 0;\n let xi = 0;\n let yi = 0;\n let x0 = 0;\n let y0 = 0;\n let x1;\n let y1;\n\n for (let i = 0; i < len; i++) {\n const command = data[i];\n const isFirst = i === 0;\n // Begin a new subpath\n if (command[0] === CMD.M && i > 1) {\n // Close previous subpath\n if (!isStroke) {\n w += windingLine(xi, yi, x0, y0, x, y);\n }\n }\n if (isFirst) {\n // 如果第一个命令是 L, C, Q\n // 则 previous point 同绘制命令的第一个 point\n //\n // 第一个命令为 Arc 的情况下会在后面特殊处理\n xi = command[1] as number;\n yi = command[2] as number;\n\n x0 = xi;\n y0 = yi;\n }\n\n const c0 = command[0];\n const c1 = command[1] as number;\n const c2 = command[2] as number;\n const c3 = command[3] as number;\n const c4 = command[4] as number;\n const c5 = command[5] as number;\n const c6 = command[6] as number;\n\n // TODO Arc 判断的开销比较大\n let startAngle = c4;\n let endAngle = c5;\n tmpAngles[0] = startAngle;\n tmpAngles[1] = endAngle;\n normalizeArcAngles(tmpAngles, Boolean(command[6]));\n startAngle = tmpAngles[0];\n endAngle = tmpAngles[1];\n const theta = startAngle;\n const dTheta = endAngle - startAngle;\n const anticlockwise = !!(1 - (command[6] ? 0 : 1));\n const _x = ((x - c1) * c3) / c3 + c1;\n switch (c0) {\n case CMD.M:\n // moveTo 命令重新创建一个新的 subpath, 并且更新新的起点\n // 在 closePath 的时候使用\n x0 = c1;\n y0 = c2;\n xi = x0;\n yi = y0;\n break;\n case CMD.L:\n if (isStroke) {\n if (containLineStroke(xi, yi, c1, c2, lineWidth, x, y)) {\n return true;\n }\n } else {\n // NOTE 在第一个命令为 L, C, Q 的时候会计算出 NaN\n w += windingLine(xi, yi, c1, c2, x, y) || 0;\n }\n xi = c1;\n yi = c2;\n break;\n case CMD.C:\n if (isStroke) {\n if (containCubicStroke(xi, yi, c1, c2, c3, c4, c5, c6, lineWidth, x, y)) {\n return true;\n }\n } else {\n w += windingCubic(xi, yi, c1, c2, c3, c4, c5, c6, x, y) || 0;\n }\n xi = c5;\n yi = c6;\n break;\n case CMD.Q:\n if (isStroke) {\n if (containQuadStroke(xi, yi, c1, c2, c3, c4, lineWidth, x, y)) {\n return true;\n }\n } else {\n w += windingQuadratic(xi, yi, c1, c2, c3, c4, x, y) || 0;\n }\n xi = c3;\n yi = c4;\n break;\n case CMD.A:\n // TODO Arc 旋转\n x1 = Math.cos(theta) * c3 + c1;\n y1 = Math.sin(theta) * c3 + c2;\n // 不是直接使用 arc 命令\n if (!isFirst) {\n w += windingLine(xi, yi, x1, y1, x, y);\n } else {\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n }\n // zr 使用scale来模拟椭圆, 这里也对x做一定的缩放\n if (isStroke) {\n if (containArcStroke(c1, c2, c3, theta, theta + dTheta, anticlockwise, lineWidth, _x, y)) {\n return true;\n }\n } else {\n w += windingArc(c1, c2, c3, theta, theta + dTheta, anticlockwise, _x, y);\n }\n xi = Math.cos(theta + dTheta) * c3 + c1;\n yi = Math.sin(theta + dTheta) * c3 + c2;\n break;\n case CMD.R:\n x0 = xi = c1;\n y0 = yi = c2;\n x1 = x0 + c3;\n y1 = y0 + c4;\n if (isStroke) {\n if (\n containLineStroke(x0, y0, x1, y0, lineWidth, x, y) ||\n containLineStroke(x1, y0, x1, y1, lineWidth, x, y) ||\n containLineStroke(x1, y1, x0, y1, lineWidth, x, y) ||\n containLineStroke(x0, y1, x0, y0, lineWidth, x, y)\n ) {\n return true;\n }\n } else {\n // FIXME Clockwise ?\n w += windingLine(x1, y0, x1, y1, x, y);\n w += windingLine(x0, y1, x0, y0, x, y);\n }\n break;\n case CMD.Z:\n if (isStroke) {\n if (containLineStroke(xi, yi, x0, y0, lineWidth, x, y)) {\n return true;\n }\n } else {\n // Close a subpath\n w += windingLine(xi, yi, x0, y0, x, y);\n // 如果被任何一个 subpath 包含\n // FIXME subpaths may overlap\n // if (w !== 0) {\n // return true;\n // }\n }\n xi = x0;\n yi = y0;\n break;\n }\n }\n if (!isStroke && !isAroundEqual(yi, y0)) {\n w += windingLine(xi, yi, x0, y0, x, y) || 0;\n }\n return w !== 0;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nexport function contain(commands: CommandType[], x: number, y: number): boolean {\n return containPath(commands, 0, false, x, y);\n}\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nexport function containStroke(commands: CommandType[], lineWidth: number, x: number, y: number): boolean {\n return containPath(commands, lineWidth, true, x, y);\n}\n"]}
1
+ 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type { IPointLike, vec2 } from '@visactor/vutils';\nimport { isPointInLine, pi, pi2 } from '@visactor/vutils';\nimport { enumCommandMap as CMD } from '../common/path-svg';\nimport type { CommandType, IContext2d } from '../interface';\nimport { container } from '../container';\nimport { application } from '../application';\nimport { CanvasFactory, Context2dFactory } from './constants';\nimport type { CanvasConfigType, ICanvas, ICanvasFactory, IContext2dFactory } from '../interface';\n\nexport function wrapCanvas(params: CanvasConfigType) {\n return container.getNamed<ICanvasFactory>(CanvasFactory, application.global.env)(params);\n}\n\nexport function wrapContext(canvas: ICanvas, dpr: number) {\n return container.getNamed<IContext2dFactory>(Context2dFactory, application.global.env)(canvas, dpr);\n}\n// 源码参考 http://pomax.github.io/bezierinfo/#projections\n/**\n * 源码参考zrender https://github.com/ecomfe/zrender/\n * BSD 3-Clause License\n\n Copyright (c) 2017, Baidu Inc.\n All rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are met:\n\n * Redistributions of source code must retain the above copyright notice, this\n list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above copyright notice,\n this list of conditions and the following disclaimer in the documentation\n and/or other materials provided with the distribution.\n\n * Neither the name of the copyright holder nor the names of its\n contributors may be used to endorse or promote products derived from\n this software without specific prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE\n FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL\n DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR\n SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER\n CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n// todo: 优化逻辑\n\nconst EPSILON_NUMERIC = 1e-4;\n\nconst THREE_SQRT = Math.sqrt(3);\nconst ONE_THIRD = 1 / 3;\nfunction isAroundZero(val: number) {\n return val > -EPSILON && val < EPSILON;\n}\nfunction isNotAroundZero(val: number) {\n return val > EPSILON || val < -EPSILON;\n}\nexport function vec2Equals(d1: vec2, d2: vec2): boolean {\n return Math.abs(d1[0] - d2[0]) + Math.abs(d1[1] - d2[1]) < 1e-10;\n}\n\nexport function isNumber(data: any): boolean {\n return typeof data === 'number' && Number.isFinite(data);\n}\n\nconst _v0: [number, number] = [0, 0];\nconst _v1: [number, number] = [0, 0];\nconst _v2: [number, number] = [0, 0];\n\nfunction distanceSquare(v1: [number, number], v2: [number, number]): number {\n return (v1[0] - v2[0]) * (v1[0] - v2[0]) + (v1[1] - v2[1]) * (v1[1] - v2[1]);\n}\n\n/**\n * 计算二次方贝塞尔值\n */\nexport function quadraticAt(p0: number, p1: number, p2: number, t: number): number {\n const onet = 1 - t;\n return onet * (onet * p0 + 2 * t * p1) + t * t * p2;\n}\n\n/**\n * 计算三次贝塞尔值\n */\nexport function cubicAt(p0: number, p1: number, p2: number, p3: number, t: number): number {\n const onet = 1 - t;\n return onet * onet * (onet * p0 + 3 * t * p1) + t * t * (t * p3 + 3 * onet * p2);\n}\n\n/**\n * 计算二次方贝塞尔方程根\n * @return 有效根数目\n */\nexport function quadraticRootAt(p0: number, p1: number, p2: number, val: number, roots: number[]): number {\n const a = p0 - 2 * p1 + p2;\n const b = 2 * (p1 - p0);\n const c = p0 - val;\n\n let n = 0;\n if (isAroundZero(a)) {\n if (isNotAroundZero(b)) {\n const t1 = -c / b;\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n }\n } else {\n const disc = b * b - 4 * a * c;\n if (isAroundZero(disc)) {\n const t1 = -b / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n } else if (disc > 0) {\n const discSqrt = Math.sqrt(disc);\n const t1 = (-b + discSqrt) / (2 * a);\n const t2 = (-b - discSqrt) / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n roots[n++] = t2;\n }\n }\n }\n return n;\n}\n\n/**\n * 计算二次贝塞尔方程极限值\n */\nexport function quadraticExtremum(p0: number, p1: number, p2: number): number {\n const divider = p0 + p2 - 2 * p1;\n if (divider === 0) {\n // p1 is center of p0 and p2\n return 0.5;\n }\n\n return (p0 - p1) / divider;\n}\n\n/**\n * 投射点到二次贝塞尔曲线上,返回投射距离。\n * 投射点有可能会有一个或者多个,这里只返回其中距离最短的一个。\n * @param {number} x0\n * @param {number} y0\n * @param {number} x1\n * @param {number} y1\n * @param {number} x2\n * @param {number} y2\n * @param {number} x\n * @param {number} y\n * @param {Array.<number>} out 投射点\n * @return {number}\n */\nexport function quadraticProjectPoint(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x: number,\n y: number,\n out: [number, number] | null\n): number {\n // http://pomax.github.io/bezierinfo/#projections\n let t: number = 0;\n let interval = 0.005;\n let d = Infinity;\n\n _v0[0] = x;\n _v0[1] = y;\n\n // 先粗略估计一下可能的最小距离的 t 值\n // PENDING\n for (let _t = 0; _t < 1; _t += 0.05) {\n _v1[0] = quadraticAt(x0, x1, x2, _t);\n _v1[1] = quadraticAt(y0, y1, y2, _t);\n const d1 = distanceSquare(_v0, _v1);\n if (d1 < d) {\n t = _t;\n d = d1;\n }\n }\n d = Infinity;\n\n // At most 32 iteration\n for (let i = 0; i < 32; i++) {\n if (interval < EPSILON_NUMERIC) {\n break;\n }\n const prev = t - interval;\n const next = t + interval;\n // t - interval\n _v1[0] = quadraticAt(x0, x1, x2, prev);\n _v1[1] = quadraticAt(y0, y1, y2, prev);\n\n const d1 = distanceSquare(_v1, _v0);\n\n if (prev >= 0 && d1 < d) {\n t = prev;\n d = d1;\n } else {\n // t + interval\n _v2[0] = quadraticAt(x0, x1, x2, next);\n _v2[1] = quadraticAt(y0, y1, y2, next);\n const d2 = distanceSquare(_v2, _v0);\n if (next <= 1 && d2 < d) {\n t = next;\n d = d2;\n } else {\n interval *= 0.5;\n }\n }\n }\n // t\n if (out) {\n out[0] = quadraticAt(x0, x1, x2, t);\n out[1] = quadraticAt(y0, y1, y2, t);\n }\n\n return Math.sqrt(d);\n}\n\n/**\n * 投射点到三次贝塞尔曲线上,返回投射距离。\n * 投射点有可能会有一个或者多个,这里只返回其中距离最短的一个。\n */\nexport function cubicProjectPoint(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number,\n x: number,\n y: number,\n out: [number, number] | null\n): number {\n // http://pomax.github.io/bezierinfo/#projections\n let t: number = 0;\n let interval = 0.005;\n let d = Infinity;\n let prev;\n let next;\n let d1;\n let d2;\n\n _v0[0] = x;\n _v0[1] = y;\n\n // 先粗略估计一下可能的最小距离的 t 值\n // PENDING\n for (let _t = 0; _t < 1; _t += 0.05) {\n _v1[0] = cubicAt(x0, x1, x2, x3, _t);\n _v1[1] = cubicAt(y0, y1, y2, y3, _t);\n d1 = distanceSquare(_v0, _v1);\n if (d1 < d) {\n t = _t;\n d = d1;\n }\n }\n d = Infinity;\n\n // At most 32 iteration\n for (let i = 0; i < 32; i++) {\n if (interval < EPSILON_NUMERIC) {\n break;\n }\n prev = t - interval;\n next = t + interval;\n // t - interval\n _v1[0] = cubicAt(x0, x1, x2, x3, prev);\n _v1[1] = cubicAt(y0, y1, y2, y3, prev);\n\n d1 = distanceSquare(_v1, _v0);\n\n if (prev >= 0 && d1 < d) {\n t = prev;\n d = d1;\n } else {\n // t + interval\n _v2[0] = cubicAt(x0, x1, x2, x3, next);\n _v2[1] = cubicAt(y0, y1, y2, y3, next);\n d2 = distanceSquare(_v2, _v0);\n\n if (next <= 1 && d2 < d) {\n t = next;\n d = d2;\n } else {\n interval *= 0.5;\n }\n }\n }\n // t\n if (out) {\n out[0] = cubicAt(x0, x1, x2, x3, t);\n out[1] = cubicAt(y0, y1, y2, y3, t);\n }\n // console.log(interval, i);\n return Math.sqrt(d);\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/util.ts\nexport function normalizeRadian(angle: number): number {\n angle %= pi2;\n if (angle < 0) {\n angle += pi2;\n }\n return angle;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/quadratic.ts\nexport function containQuadStroke(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n // Quick reject\n if (\n (y > y0 + _l && y > y1 + _l && y > y2 + _l) ||\n (y < y0 - _l && y < y1 - _l && y < y2 - _l) ||\n (x > x0 + _l && x > x1 + _l && x > x2 + _l) ||\n (x < x0 - _l && x < x1 - _l && x < x2 - _l)\n ) {\n return false;\n }\n const d = quadraticProjectPoint(x0, y0, x1, y1, x2, y2, x, y, null);\n return d <= _l / 2;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/cubic.ts\n/**\n * 三次贝塞尔曲线描边包含判断\n */\nexport function containCubicStroke(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n // Quick reject\n if (\n (y > y0 + _l && y > y1 + _l && y > y2 + _l && y > y3 + _l) ||\n (y < y0 - _l && y < y1 - _l && y < y2 - _l && y < y3 - _l) ||\n (x > x0 + _l && x > x1 + _l && x > x2 + _l && x > x3 + _l) ||\n (x < x0 - _l && x < x1 - _l && x < x2 - _l && x < x3 - _l)\n ) {\n return false;\n }\n const d = cubicProjectPoint(x0, y0, x1, y1, x2, y2, x3, y3, x, y, null);\n return d <= _l / 2;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/arc.ts\n/**\n * 圆弧描边包含判断\n */\nexport function containArcStroke(\n cx: number,\n cy: number,\n r: number,\n startAngle: number,\n endAngle: number,\n anticlockwise: boolean,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n\n x -= cx;\n y -= cy;\n const d = Math.sqrt(x * x + y * y);\n\n if (d - _l > r || d + _l < r) {\n return false;\n }\n // TODO\n if (Math.abs(startAngle - endAngle) % pi2 < 1e-4) {\n // Is a circle\n return true;\n }\n if (anticlockwise) {\n const tmp = startAngle;\n startAngle = normalizeRadian(endAngle);\n endAngle = normalizeRadian(tmp);\n } else {\n startAngle = normalizeRadian(startAngle);\n endAngle = normalizeRadian(endAngle);\n }\n if (startAngle > endAngle) {\n endAngle += pi2;\n }\n\n let angle = Math.atan2(y, x);\n if (angle < 0) {\n angle += pi2;\n }\n return (angle >= startAngle && angle <= endAngle) || (angle + pi2 >= startAngle && angle + pi2 <= endAngle);\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/line.ts\n/**\n * 线段包含判断\n * @param {number} x0\n * @param {number} y0\n * @param {number} x1\n * @param {number} y1\n * @param {number} lineWidth\n * @param {number} x\n * @param {number} y\n * @return {boolean}\n */\nexport function containLineStroke(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n lineWidth: number,\n x: number,\n y: number\n): boolean {\n if (lineWidth === 0) {\n return false;\n }\n const _l = lineWidth;\n const _halfL = lineWidth / 2;\n let _a = 0;\n let _b = x0;\n // Quick reject\n if (\n (y > y0 + _halfL && y > y1 + _halfL) ||\n (y < y0 - _halfL && y < y1 - _halfL) ||\n (x > x0 + _halfL && x > x1 + _halfL) ||\n (x < x0 - _halfL && x < x1 - _halfL)\n ) {\n return false;\n }\n\n if (x0 !== x1) {\n _a = (y0 - y1) / (x0 - x1);\n _b = (x0 * y1 - x1 * y0) / (x0 - x1);\n } else {\n return Math.abs(x - x0) <= _l / 2;\n }\n const tmp = _a * x - y + _b;\n const _s = (tmp * tmp) / (_a * _a + 1);\n return _s <= ((_l / 2) * _l) / 2;\n}\n\nconst globalPoint: IPointLike = { x: 0, y: 0 };\nexport function transformPoint(pos: IPointLike, ctx: IContext2d, out?: IPointLike): IPointLike {\n const matrix = ctx.currentMatrix.getInverse();\n out = out || globalPoint;\n out.x = pos.x * matrix.a + pos.y * matrix.c + matrix.e;\n out.y = pos.x * matrix.b + pos.y * matrix.d + matrix.f;\n return out;\n}\n\nconst EPSILON = 1e-4;\n\n/**\n * 计算三次贝塞尔方程根,使用盛金公式\n */\nexport function cubicRootAt(p0: number, p1: number, p2: number, p3: number, val: number, roots: number[]): number {\n // Evaluate roots of cubic functions\n const a = p3 + 3 * (p1 - p2) - p0;\n const b = 3 * (p2 - p1 * 2 + p0);\n const c = 3 * (p1 - p0);\n const d = p0 - val;\n\n const A = b * b - 3 * a * c;\n const B = b * c - 9 * a * d;\n const C = c * c - 3 * b * d;\n\n let n = 0;\n\n if (isAroundZero(A) && isAroundZero(B)) {\n if (isAroundZero(b)) {\n roots[0] = 0;\n } else {\n const t1 = -c / b; //t1, t2, t3, b is not zero\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n }\n } else {\n const disc = B * B - 4 * A * C;\n\n if (isAroundZero(disc)) {\n const K = B / A;\n const t1 = -b / a + K; // t1, a is not zero\n const t2 = -K / 2; // t2, t3\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n roots[n++] = t2;\n }\n } else if (disc > 0) {\n const discSqrt = Math.sqrt(disc);\n let Y1 = A * b + 1.5 * a * (-B + discSqrt);\n let Y2 = A * b + 1.5 * a * (-B - discSqrt);\n if (Y1 < 0) {\n Y1 = -Math.pow(-Y1, ONE_THIRD);\n } else {\n Y1 = Math.pow(Y1, ONE_THIRD);\n }\n if (Y2 < 0) {\n Y2 = -Math.pow(-Y2, ONE_THIRD);\n } else {\n Y2 = Math.pow(Y2, ONE_THIRD);\n }\n const t1 = (-b - (Y1 + Y2)) / (3 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n } else {\n const T = (2 * A * b - 3 * a * B) / (2 * Math.sqrt(A * A * A));\n const theta = Math.acos(T) / 3;\n const ASqrt = Math.sqrt(A);\n const tmp = Math.cos(theta);\n\n const t1 = (-b - 2 * ASqrt * tmp) / (3 * a);\n const t2 = (-b + ASqrt * (tmp + THREE_SQRT * Math.sin(theta))) / (3 * a);\n const t3 = (-b + ASqrt * (tmp - THREE_SQRT * Math.sin(theta))) / (3 * a);\n if (t1 >= 0 && t1 <= 1) {\n roots[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n roots[n++] = t2;\n }\n if (t3 >= 0 && t3 <= 1) {\n roots[n++] = t3;\n }\n }\n }\n return n;\n}\n\n/**\n * 计算三次贝塞尔方程极限值的位置\n * @return 有效数目\n */\nexport function cubicExtrema(p0: number, p1: number, p2: number, p3: number, extrema: number[]): number {\n const b = 6 * p2 - 12 * p1 + 6 * p0;\n const a = 9 * p1 + 3 * p3 - 3 * p0 - 9 * p2;\n const c = 3 * p1 - 3 * p0;\n\n let n = 0;\n if (isAroundZero(a)) {\n if (isNotAroundZero(b)) {\n const t1 = -c / b;\n if (t1 >= 0 && t1 <= 1) {\n extrema[n++] = t1;\n }\n }\n } else {\n const disc = b * b - 4 * a * c;\n if (isAroundZero(disc)) {\n extrema[0] = -b / (2 * a);\n } else if (disc > 0) {\n const discSqrt = Math.sqrt(disc);\n const t1 = (-b + discSqrt) / (2 * a);\n const t2 = (-b - discSqrt) / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n extrema[n++] = t1;\n }\n if (t2 >= 0 && t2 <= 1) {\n extrema[n++] = t2;\n }\n }\n }\n return n;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction isAroundEqual(a: number, b: number) {\n return Math.abs(a - b) < EPSILON;\n}\n\n// 临时数组\nconst roots = [-1, -1, -1];\nconst extrema = [-1, -1];\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction swapExtrema() {\n const tmp = extrema[0];\n extrema[0] = extrema[1];\n extrema[1] = tmp;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction windingCubic(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number,\n x: number,\n y: number\n): number {\n // Quick reject\n if ((y > y0 && y > y1 && y > y2 && y > y3) || (y < y0 && y < y1 && y < y2 && y < y3)) {\n return 0;\n }\n const nRoots = cubicRootAt(y0, y1, y2, y3, y, roots);\n if (nRoots === 0) {\n return 0;\n }\n\n let w = 0;\n let nExtrema = -1;\n let y0_ = 0;\n let y1_ = 0;\n for (let i = 0; i < nRoots; i++) {\n const t = roots[i];\n\n // Avoid winding error when intersection point is the connect point of two line of polygon\n const unit = t === 0 || t === 1 ? 0.5 : 1;\n\n const x_ = cubicAt(x0, x1, x2, x3, t);\n if (x_ < x) {\n // Quick reject\n continue;\n }\n if (nExtrema < 0) {\n nExtrema = cubicExtrema(y0, y1, y2, y3, extrema);\n if (extrema[1] < extrema[0] && nExtrema > 1) {\n swapExtrema();\n }\n y0_ = cubicAt(y0, y1, y2, y3, extrema[0]);\n if (nExtrema > 1) {\n y1_ = cubicAt(y0, y1, y2, y3, extrema[1]);\n }\n }\n if (nExtrema === 2) {\n // 分成三段单调函数\n if (t < extrema[0]) {\n w += y0_ < y0 ? unit : -unit;\n } else if (t < extrema[1]) {\n w += y1_ < y0_ ? unit : -unit;\n } else {\n w += y3 < y1_ ? unit : -unit;\n }\n } else {\n // 分成两段单调函数\n if (t < extrema[0]) {\n w += y0_ < y0 ? unit : -unit;\n } else {\n w += y3 < y0_ ? unit : -unit;\n }\n }\n }\n return w;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction windingQuadratic(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x: number,\n y: number\n): number {\n // Quick reject\n if ((y > y0 && y > y1 && y > y2) || (y < y0 && y < y1 && y < y2)) {\n return 0;\n }\n const nRoots = quadraticRootAt(y0, y1, y2, y, roots);\n if (nRoots === 0) {\n return 0;\n }\n\n const t = quadraticExtremum(y0, y1, y2);\n if (t >= 0 && t <= 1) {\n let w = 0;\n const y_ = quadraticAt(y0, y1, y2, t);\n for (let i = 0; i < nRoots; i++) {\n // Remove one endpoint.\n const unit = roots[i] === 0 || roots[i] === 1 ? 0.5 : 1;\n\n const x_ = quadraticAt(x0, x1, x2, roots[i]);\n if (x_ < x) {\n // Quick reject\n continue;\n }\n if (roots[i] < t) {\n w += y_ < y0 ? unit : -unit;\n } else {\n w += y2 < y_ ? unit : -unit;\n }\n }\n return w;\n }\n\n // Remove one endpoint.\n const unit = roots[0] === 0 || roots[0] === 1 ? 0.5 : 1;\n\n const x_ = quadraticAt(x0, x1, x2, roots[0]);\n if (x_ < x) {\n // Quick reject\n return 0;\n }\n return y2 < y0 ? unit : -unit;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\n// TODO\n// Arc 旋转\n// startAngle, endAngle has been normalized by normalizeArcAngles\nfunction windingArc(\n cx: number,\n cy: number,\n r: number,\n startAngle: number,\n endAngle: number,\n anticlockwise: boolean,\n x: number,\n y: number\n) {\n y -= cy;\n if (y > r || y < -r) {\n return 0;\n }\n const tmp = Math.sqrt(r * r - y * y);\n roots[0] = -tmp;\n roots[1] = tmp;\n\n const dTheta = Math.abs(startAngle - endAngle);\n if (dTheta < 1e-4) {\n return 0;\n }\n if (dTheta >= pi2 - 1e-4) {\n // Is a circle\n startAngle = 0;\n endAngle = pi2;\n const dir = anticlockwise ? 1 : -1;\n if (x >= roots[0] + cx && x <= roots[1] + cx) {\n return dir;\n }\n\n return 0;\n }\n\n if (startAngle > endAngle) {\n // Swap, make sure startAngle is smaller than endAngle.\n const tmp = startAngle;\n startAngle = endAngle;\n endAngle = tmp;\n }\n // endAngle - startAngle is normalized to 0 - 2*pi.\n // So following will normalize them to 0 - 4*pi\n if (startAngle < 0) {\n startAngle += pi2;\n endAngle += pi2;\n }\n\n let w = 0;\n for (let i = 0; i < 2; i++) {\n const x_ = roots[i];\n if (x_ + cx > x) {\n let angle = Math.atan2(y, x_);\n let dir = anticlockwise ? 1 : -1;\n if (angle < 0) {\n angle = pi2 + angle;\n }\n if ((angle >= startAngle && angle <= endAngle) || (angle + pi2 >= startAngle && angle + pi2 <= endAngle)) {\n if (angle > pi / 2 && angle < pi * 1.5) {\n dir = -dir;\n }\n w += dir;\n }\n }\n }\n return w;\n}\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/core/PathProxy.ts\nfunction modpi2(radian: number) {\n const n = Math.round((radian / pi) * 1e8) / 1e8;\n return (n % 2) * pi;\n}\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/core/PathProxy.ts\nfunction normalizeArcAngles(angles: [number, number], anticlockwise: boolean) {\n let newStartAngle = modpi2(angles[0]);\n if (newStartAngle < 0) {\n newStartAngle += pi2;\n }\n const delta = newStartAngle - angles[0];\n let newEndAngle = angles[1];\n newEndAngle += delta;\n if (!anticlockwise && newEndAngle - newStartAngle >= pi2) {\n newEndAngle = newStartAngle + pi2;\n } else if (anticlockwise && newStartAngle - newEndAngle >= pi2) {\n newEndAngle = newStartAngle - pi2;\n } else if (!anticlockwise && newStartAngle > newEndAngle) {\n newEndAngle = newStartAngle + (pi2 - modpi2(newStartAngle - newEndAngle));\n } else if (anticlockwise && newStartAngle < newEndAngle) {\n newEndAngle = newStartAngle - (pi2 - modpi2(newEndAngle - newStartAngle));\n }\n angles[0] = newStartAngle;\n angles[1] = newEndAngle;\n}\n\nconst tmpAngles: [number, number] = [0, 0];\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nfunction containPath(commands: CommandType[], lineWidth: number, isStroke: boolean, x: number, y: number): boolean {\n const data = commands;\n const len = commands.length;\n let w = 0;\n let xi = 0;\n let yi = 0;\n let x0 = 0;\n let y0 = 0;\n let x1;\n let y1;\n\n for (let i = 0; i < len; i++) {\n const command = data[i];\n const isFirst = i === 0;\n // Begin a new subpath\n if (command[0] === CMD.M && i > 1) {\n // Close previous subpath\n if (!isStroke) {\n w += isPointInLine(xi, yi, x0, y0, x, y);\n }\n }\n if (isFirst) {\n // 如果第一个命令是 L, C, Q\n // 则 previous point 同绘制命令的第一个 point\n //\n // 第一个命令为 Arc 的情况下会在后面特殊处理\n xi = command[1] as number;\n yi = command[2] as number;\n\n x0 = xi;\n y0 = yi;\n }\n\n const c0 = command[0];\n const c1 = command[1] as number;\n const c2 = command[2] as number;\n const c3 = command[3] as number;\n const c4 = command[4] as number;\n const c5 = command[5] as number;\n const c6 = command[6] as number;\n\n // TODO Arc 判断的开销比较大\n let startAngle = c4;\n let endAngle = c5;\n tmpAngles[0] = startAngle;\n tmpAngles[1] = endAngle;\n normalizeArcAngles(tmpAngles, Boolean(command[6]));\n startAngle = tmpAngles[0];\n endAngle = tmpAngles[1];\n const theta = startAngle;\n const dTheta = endAngle - startAngle;\n const anticlockwise = !!(1 - (command[6] ? 0 : 1));\n const _x = ((x - c1) * c3) / c3 + c1;\n switch (c0) {\n case CMD.M:\n // moveTo 命令重新创建一个新的 subpath, 并且更新新的起点\n // 在 closePath 的时候使用\n x0 = c1;\n y0 = c2;\n xi = x0;\n yi = y0;\n break;\n case CMD.L:\n if (isStroke) {\n if (containLineStroke(xi, yi, c1, c2, lineWidth, x, y)) {\n return true;\n }\n } else {\n // NOTE 在第一个命令为 L, C, Q 的时候会计算出 NaN\n w += isPointInLine(xi, yi, c1, c2, x, y) || 0;\n }\n xi = c1;\n yi = c2;\n break;\n case CMD.C:\n if (isStroke) {\n if (containCubicStroke(xi, yi, c1, c2, c3, c4, c5, c6, lineWidth, x, y)) {\n return true;\n }\n } else {\n w += windingCubic(xi, yi, c1, c2, c3, c4, c5, c6, x, y) || 0;\n }\n xi = c5;\n yi = c6;\n break;\n case CMD.Q:\n if (isStroke) {\n if (containQuadStroke(xi, yi, c1, c2, c3, c4, lineWidth, x, y)) {\n return true;\n }\n } else {\n w += windingQuadratic(xi, yi, c1, c2, c3, c4, x, y) || 0;\n }\n xi = c3;\n yi = c4;\n break;\n case CMD.A:\n // TODO Arc 旋转\n x1 = Math.cos(theta) * c3 + c1;\n y1 = Math.sin(theta) * c3 + c2;\n // 不是直接使用 arc 命令\n if (!isFirst) {\n w += isPointInLine(xi, yi, x1, y1, x, y);\n } else {\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n }\n // zr 使用scale来模拟椭圆, 这里也对x做一定的缩放\n if (isStroke) {\n if (containArcStroke(c1, c2, c3, theta, theta + dTheta, anticlockwise, lineWidth, _x, y)) {\n return true;\n }\n } else {\n w += windingArc(c1, c2, c3, theta, theta + dTheta, anticlockwise, _x, y);\n }\n xi = Math.cos(theta + dTheta) * c3 + c1;\n yi = Math.sin(theta + dTheta) * c3 + c2;\n break;\n case CMD.R:\n x0 = xi = c1;\n y0 = yi = c2;\n x1 = x0 + c3;\n y1 = y0 + c4;\n if (isStroke) {\n if (\n containLineStroke(x0, y0, x1, y0, lineWidth, x, y) ||\n containLineStroke(x1, y0, x1, y1, lineWidth, x, y) ||\n containLineStroke(x1, y1, x0, y1, lineWidth, x, y) ||\n containLineStroke(x0, y1, x0, y0, lineWidth, x, y)\n ) {\n return true;\n }\n } else {\n // FIXME Clockwise ?\n w += isPointInLine(x1, y0, x1, y1, x, y);\n w += isPointInLine(x0, y1, x0, y0, x, y);\n }\n break;\n case CMD.Z:\n if (isStroke) {\n if (containLineStroke(xi, yi, x0, y0, lineWidth, x, y)) {\n return true;\n }\n } else {\n // Close a subpath\n w += isPointInLine(xi, yi, x0, y0, x, y);\n // 如果被任何一个 subpath 包含\n // FIXME subpaths may overlap\n // if (w !== 0) {\n // return true;\n // }\n }\n xi = x0;\n yi = y0;\n break;\n }\n }\n if (!isStroke && !isAroundEqual(yi, y0)) {\n w += isPointInLine(xi, yi, x0, y0, x, y) || 0;\n }\n return w !== 0;\n}\n\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nexport function contain(commands: CommandType[], x: number, y: number): boolean {\n return containPath(commands, 0, false, x, y);\n}\n// 基于zrender\n// https://github.com/ecomfe/zrender/blob/master/src/contain/path.ts\nexport function containStroke(commands: CommandType[], lineWidth: number, x: number, y: number): boolean {\n return containPath(commands, lineWidth, true, x, y);\n}\n"]}
@@ -0,0 +1,3 @@
1
+ import type { IGraphic } from '../interface/graphic';
2
+ import type { IContext2d } from '../interface/context';
3
+ export declare const draw3dItem: (context: IContext2d, graphic: IGraphic, callback: (isPie: boolean, is3d: boolean) => any, output: any) => any;
@@ -0,0 +1,51 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: !0
5
+ }), exports.draw3dItem = void 0;
6
+
7
+ const vutils_1 = require("@visactor/vutils"), constants_1 = require("../graphic/constants"), draw3dItem = (context, graphic, callback, output) => {
8
+ let result, isPie = !1, is3d = !1;
9
+ if (graphic.forEachChildren((c => (isPie = c.numberType === constants_1.ARC3D_NUMBER_TYPE,
10
+ !isPie))), graphic.forEachChildren((c => (is3d = !!c.findFace, !is3d))), isPie) {
11
+ const children = graphic.getChildren(), sortedChildren = [ ...children ];
12
+ sortedChildren.sort(((a, b) => {
13
+ var _a, _b, _c, _d;
14
+ let angle1 = (null !== (_b = null !== (_a = a.attribute.startAngle) && void 0 !== _a ? _a : 0 + a.attribute.endAngle) && void 0 !== _b ? _b : 0) / 2, angle2 = (null !== (_d = null !== (_c = b.attribute.startAngle) && void 0 !== _c ? _c : 0 + b.attribute.endAngle) && void 0 !== _d ? _d : 0) / 2;
15
+ for (;angle1 < 0; ) angle1 += vutils_1.pi2;
16
+ for (;angle2 < 0; ) angle2 += vutils_1.pi2;
17
+ return angle2 - angle1;
18
+ })), sortedChildren.forEach((c => {
19
+ c._next = null, c._prev = null;
20
+ })), graphic.removeAllChild(), graphic.update(), sortedChildren.forEach((c => {
21
+ graphic.appendChild(c);
22
+ })), output.hack_pieFace = "outside", result = callback(isPie, is3d), result && result.graphic || (output.hack_pieFace = "inside",
23
+ result = callback(isPie, is3d)), result && result.graphic || (output.hack_pieFace = "top",
24
+ result = callback(isPie, is3d)), graphic.removeAllChild(), children.forEach((c => {
25
+ c._next = null, c._prev = null;
26
+ })), children.forEach((c => {
27
+ graphic.appendChild(c);
28
+ }));
29
+ } else if (is3d) {
30
+ const children = graphic.getChildren(), zChildren = children.map((g => ({
31
+ ave_z: g.findFace().vertices.map((v => {
32
+ var _a;
33
+ return context.view(v[0], v[1], null !== (_a = v[2] + g.attribute.z) && void 0 !== _a ? _a : 0)[2];
34
+ })).reduce(((a, b) => a + b), 0),
35
+ g: g
36
+ })));
37
+ zChildren.sort(((a, b) => b.ave_z - a.ave_z)), graphic.removeAllChild(), zChildren.forEach((i => {
38
+ i.g._next = null, i.g._prev = null;
39
+ })), graphic.update(), zChildren.forEach((i => {
40
+ graphic.add(i.g);
41
+ })), result = callback(isPie, is3d), graphic.removeAllChild(), children.forEach((g => {
42
+ g._next = null, g._prev = null;
43
+ })), graphic.update(), children.forEach((g => {
44
+ graphic.add(g);
45
+ }));
46
+ } else result = callback(isPie, is3d);
47
+ return result;
48
+ };
49
+
50
+ exports.draw3dItem = draw3dItem;
51
+ //# sourceMappingURL=3d-interceptor.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/common/3d-interceptor.ts"],"names":[],"mappings":";;;AAAA,6CAAuC;AACvC,oDAAyD;AAKlD,MAAM,UAAU,GAAG,CACxB,OAAmB,EACnB,OAAiB,EACjB,QAAgD,EAChD,MAAW,EACX,EAAE;IAEF,IAAI,KAAK,GAAY,KAAK,CAAC;IAC3B,IAAI,IAAI,GAAY,KAAK,CAAC;IAC1B,OAAO,CAAC,eAAe,CAAC,CAAC,CAAW,EAAE,EAAE;QACtC,KAAK,GAAG,CAAC,CAAC,UAAU,KAAK,6BAAiB,CAAC;QAC3C,OAAO,CAAC,KAAK,CAAC;IAChB,CAAC,CAAC,CAAC;IACH,OAAO,CAAC,eAAe,CAAC,CAAC,CAAW,EAAE,EAAE;QACtC,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC;QACpB,OAAO,CAAC,IAAI,CAAC;IACf,CAAC,CAAC,CAAC;IAEH,IAAI,MAAW,CAAC;IAChB,IAAI,KAAK,EAAE;QACT,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAY,CAAC;QASjD,MAAM,cAAc,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAC;QACrC,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;;YAC3B,IAAI,MAAM,GAAG,CAAC,MAAA,MAAA,CAAC,CAAC,SAAS,CAAC,UAAU,mCAAI,CAAC,GAAG,CAAC,CAAC,SAAS,CAAC,QAAQ,mCAAI,CAAC,CAAC,GAAG,CAAC,CAAC;YAC3E,IAAI,MAAM,GAAG,CAAC,MAAA,MAAA,CAAC,CAAC,SAAS,CAAC,UAAU,mCAAI,CAAC,GAAG,CAAC,CAAC,SAAS,CAAC,QAAQ,mCAAI,CAAC,CAAC,GAAG,CAAC,CAAC;YAC3E,OAAO,MAAM,GAAG,CAAC,EAAE;gBACjB,MAAM,IAAI,YAAG,CAAC;aACf;YACD,OAAO,MAAM,GAAG,CAAC,EAAE;gBACjB,MAAM,IAAI,YAAG,CAAC;aACf;YACD,OAAO,MAAM,GAAG,MAAM,CAAC;QACzB,CAAC,CAAC,CAAC;QACH,cAAc,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACzB,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;YACf,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,OAAO,CAAC,cAAc,EAAE,CAAC;QACzB,OAAO,CAAC,MAAM,EAAE,CAAC;QACjB,cAAc,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACzB,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACzB,CAAC,CAAC,CAAC;QACH,MAAM,CAAC,YAAY,GAAG,SAAS,CAAC;QAChC,MAAM,GAAG,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAC/B,IAAI,CAAC,MAAM,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE;YAE9B,MAAM,CAAC,YAAY,GAAG,QAAQ,CAAC;YAC/B,MAAM,GAAG,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;SAChC;QACD,IAAI,CAAC,MAAM,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE;YAE9B,MAAM,CAAC,YAAY,GAAG,KAAK,CAAC;YAC5B,MAAM,GAAG,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;SAChC;QACD,OAAO,CAAC,cAAc,EAAE,CAAC;QACzB,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACnB,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;YACf,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACnB,OAAO,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACzB,CAAC,CAAC,CAAC;KACJ;SAAM,IAAI,IAAI,EAAE;QAEf,MAAM,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAgB,CAAC;QACrD,MAAM,SAAS,GAAG,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE;YACjC,MAAM,MAAM,GAAG,CAAC,CAAC,QAAQ,EAAE,CAAC;YAC5B,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;YAEjC,MAAM,cAAc,GAAG,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE;;gBACtC,OAAO,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,MAAA,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,SAAS,CAAC,CAAC,mCAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAChE,CAAC,CAAC,CAAC;YACH,MAAM,KAAK,GAAG,cAAc,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;YACxD,OAAO;gBACL,KAAK;gBACL,CAAC;aACF,CAAC;QACJ,CAAC,CAAC,CAAC;QACH,SAAS,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;QAC5C,OAAO,CAAC,cAAc,EAAE,CAAC;QACzB,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACpB,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;YACjB,CAAC,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;QACnB,CAAC,CAAC,CAAC;QACH,OAAO,CAAC,MAAM,EAAE,CAAC;QACjB,SAAS,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACpB,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACnB,CAAC,CAAC,CAAC;QAEH,MAAM,GAAG,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAE/B,OAAO,CAAC,cAAc,EAAE,CAAC;QACzB,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACnB,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;YACf,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,OAAO,CAAC,MAAM,EAAE,CAAC;QACjB,QAAQ,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE;YACnB,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACjB,CAAC,CAAC,CAAC;KACJ;SAAM;QACL,MAAM,GAAG,QAAQ,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;KAChC;IAED,OAAO,MAAM,CAAC;AAChB,CAAC,CAAC;AAjHW,QAAA,UAAU,cAiHrB","file":"3d-interceptor.js","sourcesContent":["import { pi2 } from '@visactor/vutils';\nimport { ARC3D_NUMBER_TYPE } from '../graphic/constants';\nimport type { IGraphic } from '../interface/graphic';\nimport type { IArc } from '../interface/graphic/arc';\nimport type { IContext2d } from '../interface/context';\n\nexport const draw3dItem = (\n context: IContext2d,\n graphic: IGraphic,\n callback: (isPie: boolean, is3d: boolean) => any,\n output: any\n) => {\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\n let result: any;\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 output.hack_pieFace = 'outside';\n result = callback(isPie, is3d);\n if (!result || !result.graphic) {\n // 绘制内部\n output.hack_pieFace = 'inside';\n result = callback(isPie, is3d);\n }\n if (!result || !result.graphic) {\n // 绘制顶部\n output.hack_pieFace = 'top';\n result = callback(isPie, is3d);\n }\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 result = callback(isPie, is3d);\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 result = callback(isPie, is3d);\n }\n\n return result;\n};\n"]}
@@ -31,4 +31,5 @@ function cubicPointAt(p0, p1, p2, p3, t) {
31
31
  }
32
32
 
33
33
  exports.snapLength = snapLength, exports.cubicLength = cubicLength, exports.cubicCalc = cubicCalc,
34
- exports.cubicPointAt = cubicPointAt;
34
+ exports.cubicPointAt = cubicPointAt;
35
+ //# sourceMappingURL=bezier-utils.js.map
@@ -56,5 +56,4 @@ class BoundsContext {
56
56
  release(...params) {}
57
57
  }
58
58
 
59
- exports.BoundsContext = BoundsContext;
60
- //# sourceMappingURL=bounds-context.js.map
59
+ exports.BoundsContext = BoundsContext;
@@ -5,4 +5,4 @@ export declare function getScaledStroke(context: IContext2d, width: number, dpr:
5
5
  export declare function createColor(context: IContext2d, c: string | IColor | Array<string | IColor> | boolean, params: {
6
6
  AABBBounds?: IBoundsLike;
7
7
  attribute?: Partial<ITransform>;
8
- }, offsetX: number, offsetY: number): string | CanvasGradient;
8
+ }, offsetX?: number, offsetY?: number): string | CanvasGradient;
@@ -13,56 +13,41 @@ function getScaledStroke(context, width, dpr) {
13
13
  strokeWidth);
14
14
  }
15
15
 
16
- function createColor(context, c, params, offsetX, offsetY) {
16
+ function createColor(context, c, params, offsetX = 0, offsetY = 0) {
17
17
  if (!c || !0 === c) return "black";
18
18
  let result, color;
19
19
  if ((0, vutils_1.isArray)(c)) for (let i = 0; i < c.length && (color = c[i], !color); i++) ; else color = c;
20
- return color = color_utils_1.GradientParser.Parse(color), "string" == typeof color ? color : ("linear" === color.gradient ? result = createLinearGradient(context, color, params, offsetX, offsetY) : "conical" === color.gradient ? result = createConicGradient(context, color, params, offsetX, offsetY) : "radial" === color.gradient && (result = createRadialGradient(context, color, params, offsetX, offsetY)),
21
- result || "orange");
20
+ if (color = color_utils_1.GradientParser.Parse(color), "string" == typeof color) return color;
21
+ if (params.AABBBounds && (!params.attribute || 0 !== params.attribute.scaleX || 0 !== params.attribute.scaleY)) {
22
+ const bounds = params.AABBBounds;
23
+ let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
24
+ if (params.attribute) {
25
+ const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
26
+ w /= scaleX, h /= scaleY, x /= scaleX, y /= scaleY;
27
+ }
28
+ "linear" === color.gradient ? result = createLinearGradient(context, color, x, y, w, h) : "conical" === color.gradient ? result = createConicGradient(context, color, x, y, w, h) : "radial" === color.gradient && (result = createRadialGradient(context, color, x, y, w, h));
29
+ }
30
+ return result || "orange";
22
31
  }
23
32
 
24
- function createLinearGradient(context, color, params, offsetX = 0, offsetY = 0) {
33
+ function createLinearGradient(context, color, x, y, w, h) {
25
34
  var _a, _b, _c, _d;
26
- const bounds = params.AABBBounds;
27
- if (!bounds) return;
28
- let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
29
- if (params.attribute) {
30
- const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
31
- if (scaleX * scaleY == 0) return;
32
- w /= scaleX, h /= scaleY, x /= scaleX, y /= scaleY;
33
- }
34
35
  const canvasGradient = context.createLinearGradient(x + (null !== (_a = color.x0) && void 0 !== _a ? _a : 0) * w, y + (null !== (_b = color.y0) && void 0 !== _b ? _b : 0) * h, x + (null !== (_c = color.x1) && void 0 !== _c ? _c : 1) * w, y + (null !== (_d = color.y1) && void 0 !== _d ? _d : 0) * h);
35
36
  return color.stops.forEach((stop => {
36
37
  canvasGradient.addColorStop(stop.offset, stop.color);
37
38
  })), canvasGradient;
38
39
  }
39
40
 
40
- function createRadialGradient(context, color, params, offsetX = 0, offsetY = 0) {
41
+ function createRadialGradient(context, color, x, y, w, h) {
41
42
  var _a, _b, _c, _d, _e, _f;
42
- const bounds = params.AABBBounds;
43
- if (!bounds) return;
44
- let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
45
- if (params.attribute) {
46
- const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
47
- if (scaleX * scaleY == 0) return;
48
- x /= scaleX, y /= scaleY, w /= scaleX, h /= scaleY;
49
- }
50
43
  const canvasGradient = context.createRadialGradient(x + (null !== (_a = color.x0) && void 0 !== _a ? _a : .5) * w, y + (null !== (_b = color.y0) && void 0 !== _b ? _b : .5) * h, Math.max(w, h) * (null !== (_c = color.r0) && void 0 !== _c ? _c : 0), x + (null !== (_d = color.x1) && void 0 !== _d ? _d : .5) * w, y + (null !== (_e = color.y1) && void 0 !== _e ? _e : .5) * h, Math.max(w, h) * (null !== (_f = color.r1) && void 0 !== _f ? _f : .5));
51
44
  return color.stops.forEach((stop => {
52
45
  canvasGradient.addColorStop(stop.offset, stop.color);
53
46
  })), canvasGradient;
54
47
  }
55
48
 
56
- function createConicGradient(context, color, params, offsetX = 0, offsetY = 0) {
49
+ function createConicGradient(context, color, x, y, w, h) {
57
50
  var _a, _b;
58
- const bounds = params.AABBBounds;
59
- if (!bounds) return;
60
- let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
61
- if (params.attribute) {
62
- const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
63
- if (scaleX * scaleY == 0) return;
64
- w /= scaleX, h /= scaleY, x /= scaleX, y /= scaleY;
65
- }
66
51
  const canvasGradient = context.createConicGradient(x + (null !== (_a = color.x) && void 0 !== _a ? _a : 0) * w, y + (null !== (_b = color.y) && void 0 !== _b ? _b : 0) * h, color.startAngle, color.endAngle);
67
52
  return color.stops.forEach((stop => {
68
53
  canvasGradient.addColorStop(stop.offset, stop.color);
@@ -1 +1 @@
1
- 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type { IColor, IConicalGradient, ILinearGradient, IRadialGradient } from '../interface/color';\nimport type { IContext2d, ITransform } from '../interface';\nimport { ICommonStyleParams } from '../interface';\nimport type { IBoundsLike } from '@visactor/vutils';\nimport { IMatrix, isArray } from '@visactor/vutils';\nimport { GradientParser } from './color-utils';\n\nexport function getScaledStroke(context: IContext2d, width: number, dpr: number) {\n let strokeWidth = width;\n const { a, b, c, d } = context.currentMatrix;\n const scaleX = Math.sign(a) * Math.sqrt(a * a + b * b);\n const scaleY = Math.sign(d) * Math.sqrt(c * c + d * d);\n // 如果没有scaleX和scaleY,那么认为什么都不用绘制\n if (scaleX + scaleY === 0) {\n return 0;\n }\n strokeWidth = (strokeWidth / Math.abs(scaleX + scaleY)) * 2 * dpr;\n return strokeWidth;\n}\n\nexport function createColor(\n context: IContext2d,\n c: string | IColor | Array<string | IColor> | boolean,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number,\n offsetY: number\n): string | CanvasGradient {\n if (!c || c === true) {\n return 'black';\n }\n let result: string | CanvasGradient | undefined;\n let color: string | IColor;\n if (isArray(c)) {\n for (let i = 0; i < c.length; i++) {\n color = c[i];\n if (color) {\n break;\n }\n }\n } else {\n color = c;\n }\n color = GradientParser.Parse(color);\n if (typeof color === 'string') {\n return color;\n }\n // TODO 不同scaleCenter有问题\n if (color.gradient === 'linear') {\n result = createLinearGradient(context, color, params, offsetX, offsetY);\n } else if (color.gradient === 'conical') {\n result = createConicGradient(context, color, params, offsetX, offsetY);\n } else if (color.gradient === 'radial') {\n result = createRadialGradient(context, color, params, offsetX, offsetY);\n }\n return result || 'orange';\n}\n\nfunction createLinearGradient(\n context: IContext2d,\n color: ILinearGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n if (scaleX * scaleY === 0) {\n return;\n }\n w /= scaleX;\n h /= scaleY;\n x /= scaleX;\n y /= scaleY;\n }\n\n const canvasGradient = context.createLinearGradient(\n x + (color.x0 ?? 0) * w,\n y + (color.y0 ?? 0) * h,\n x + (color.x1 ?? 1) * w,\n y + (color.y1 ?? 0) * h\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createRadialGradient(\n context: IContext2d,\n color: IRadialGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n if (scaleX * scaleY === 0) {\n return;\n }\n x /= scaleX;\n y /= scaleY;\n w /= scaleX;\n h /= scaleY;\n }\n const canvasGradient = context.createRadialGradient(\n x + (color.x0 ?? 0.5) * w,\n y + (color.y0 ?? 0.5) * h,\n Math.max(w, h) * (color.r0 ?? 0),\n x + (color.x1 ?? 0.5) * w,\n y + (color.y1 ?? 0.5) * h,\n Math.max(w, h) * (color.r1 ?? 0.5)\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createConicGradient(\n context: IContext2d,\n color: IConicalGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n if (scaleX * scaleY === 0) {\n return;\n }\n w /= scaleX;\n h /= scaleY;\n x /= scaleX;\n y /= scaleY;\n }\n\n const canvasGradient = context.createConicGradient(\n x + (color.x ?? 0) * w,\n y + (color.y ?? 0) * h,\n color.startAngle,\n color.endAngle\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n\n let deltaAngle;\n return (canvasGradient as any).GetPattern(w + x, h + y, deltaAngle);\n}\n"]}
1
+ 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type { IColor, IConicalGradient, ILinearGradient, IRadialGradient } from '../interface/color';\nimport type { IContext2d, ITransform } from '../interface';\nimport type { IBoundsLike } from '@visactor/vutils';\nimport { isArray } from '@visactor/vutils';\nimport { GradientParser } from './color-utils';\n\nexport function getScaledStroke(context: IContext2d, width: number, dpr: number) {\n let strokeWidth = width;\n const { a, b, c, d } = context.currentMatrix;\n const scaleX = Math.sign(a) * Math.sqrt(a * a + b * b);\n const scaleY = Math.sign(d) * Math.sqrt(c * c + d * d);\n // 如果没有scaleX和scaleY,那么认为什么都不用绘制\n if (scaleX + scaleY === 0) {\n return 0;\n }\n strokeWidth = (strokeWidth / Math.abs(scaleX + scaleY)) * 2 * dpr;\n return strokeWidth;\n}\n\nexport function createColor(\n context: IContext2d,\n c: string | IColor | Array<string | IColor> | boolean,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n): string | CanvasGradient {\n if (!c || c === true) {\n return 'black';\n }\n let result: string | CanvasGradient | undefined;\n let color: string | IColor;\n if (isArray(c)) {\n for (let i = 0; i < c.length; i++) {\n color = c[i];\n if (color) {\n break;\n }\n }\n } else {\n color = c;\n }\n color = GradientParser.Parse(color);\n if (typeof color === 'string') {\n return color;\n }\n if (params.AABBBounds && (!params.attribute || params.attribute.scaleX !== 0 || params.attribute.scaleY !== 0)) {\n const bounds = params.AABBBounds;\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n w /= scaleX;\n h /= scaleY;\n x /= scaleX;\n y /= scaleY;\n }\n // TODO 不同scaleCenter有问题\n if (color.gradient === 'linear') {\n result = createLinearGradient(context, color, x, y, w, h);\n } else if (color.gradient === 'conical') {\n result = createConicGradient(context, color, x, y, w, h);\n } else if (color.gradient === 'radial') {\n result = createRadialGradient(context, color, x, y, w, h);\n }\n }\n return result || 'orange';\n}\n\nfunction createLinearGradient(context: IContext2d, color: ILinearGradient, x: number, y: number, w: number, h: number) {\n const canvasGradient = context.createLinearGradient(\n x + (color.x0 ?? 0) * w,\n y + (color.y0 ?? 0) * h,\n x + (color.x1 ?? 1) * w,\n y + (color.y1 ?? 0) * h\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createRadialGradient(context: IContext2d, color: IRadialGradient, x: number, y: number, w: number, h: number) {\n const canvasGradient = context.createRadialGradient(\n x + (color.x0 ?? 0.5) * w,\n y + (color.y0 ?? 0.5) * h,\n Math.max(w, h) * (color.r0 ?? 0),\n x + (color.x1 ?? 0.5) * w,\n y + (color.y1 ?? 0.5) * h,\n Math.max(w, h) * (color.r1 ?? 0.5)\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createConicGradient(context: IContext2d, color: IConicalGradient, x: number, y: number, w: number, h: number) {\n const canvasGradient = context.createConicGradient(\n x + (color.x ?? 0) * w,\n y + (color.y ?? 0) * h,\n color.startAngle,\n color.endAngle\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n\n let deltaAngle;\n return (canvasGradient as any).GetPattern(w + x, h + y, deltaAngle);\n}\n"]}
@@ -1,5 +1,13 @@
1
- import type { mat4, vec3 } from '@visactor/vutils';
2
- export declare function lookAt(out: mat4, eye: vec3, center: vec3, up: vec3): Float32Array | [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number];
1
+ import type { IMatrix, mat4, vec3 } from '@visactor/vutils';
2
+ export declare function identityMat4(out: mat4): mat4;
3
+ export declare function rotateX(out: mat4, a: mat4, rad: number): mat4;
4
+ export declare function rotateY(out: mat4, a: mat4, rad: number): mat4;
5
+ export declare function rotateZ(out: mat4, a: mat4, rad: number): mat4;
6
+ export declare function translate(out: mat4, a: mat4, v: vec3): mat4;
7
+ export declare function mat3Tomat4(out: mat4, b: IMatrix): void;
8
+ export declare function multiplyMat4Mat3(out: mat4, a: mat4, b: IMatrix): mat4;
9
+ export declare function scaleMat4(out: mat4, a: mat4, v: vec3): mat4;
10
+ export declare function multiplyMat4Mat4(out: mat4, a: mat4, b: mat4): mat4;
11
+ export declare function lookAt(out: mat4, eye: vec3, center: vec3, up: vec3): mat4;
3
12
  export declare function ortho(out: mat4, left: number, right: number, bottom: number, top: number, near: number, far: number): mat4;
4
- export declare function multiply(out: mat4, a: mat4, b: mat4): mat4;
5
13
  export declare function transformMat4(out: vec3, a: vec3, m: mat4): vec3;