@visactor/vrender-core 0.20.0-alpha.0 → 0.20.0-alpha.2

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 (504) 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/Ticker/default-ticker.d.ts +2 -53
  5. package/cjs/animate/Ticker/default-ticker.js +17 -130
  6. package/cjs/animate/Ticker/default-ticker.js.map +1 -1
  7. package/cjs/animate/Ticker/index.d.ts +4 -0
  8. package/cjs/animate/Ticker/index.js +3 -1
  9. package/cjs/animate/Ticker/index.js.map +1 -1
  10. package/cjs/animate/Ticker/manual-ticker-handler.d.ts +15 -0
  11. package/cjs/animate/Ticker/manual-ticker-handler.js +36 -0
  12. package/cjs/animate/Ticker/manual-ticker-handler.js.map +1 -0
  13. package/cjs/animate/Ticker/manual-ticker.d.ts +19 -0
  14. package/cjs/animate/Ticker/manual-ticker.js +37 -0
  15. package/cjs/animate/Ticker/manual-ticker.js.map +1 -0
  16. package/cjs/animate/Ticker/raf-tick-handler.d.ts +9 -0
  17. package/cjs/animate/Ticker/raf-tick-handler.js +30 -0
  18. package/cjs/animate/Ticker/raf-tick-handler.js.map +1 -0
  19. package/cjs/animate/Ticker/timeout-tick-handler.d.ts +9 -0
  20. package/cjs/animate/Ticker/timeout-tick-handler.js +28 -0
  21. package/cjs/animate/Ticker/timeout-tick-handler.js.map +1 -0
  22. package/cjs/animate/Ticker/type.d.ts +6 -0
  23. package/cjs/animate/Ticker/type.js +11 -0
  24. package/cjs/animate/Ticker/type.js.map +1 -0
  25. package/cjs/animate/animate.js +4 -2
  26. package/cjs/animate/animate.js.map +1 -1
  27. package/cjs/animate/custom-animate.d.ts +5 -16
  28. package/cjs/animate/custom-animate.js +9 -62
  29. package/cjs/animate/custom-animate.js.map +1 -1
  30. package/cjs/animate/group-fade.d.ts +16 -0
  31. package/cjs/animate/group-fade.js +66 -0
  32. package/cjs/animate/group-fade.js.map +1 -0
  33. package/cjs/animate/index.d.ts +1 -0
  34. package/cjs/animate/index.js +2 -1
  35. package/cjs/animate/index.js.map +1 -1
  36. package/cjs/canvas/conical-gradient.js.map +1 -1
  37. package/cjs/canvas/contributions/base-canvas.js +4 -13
  38. package/cjs/canvas/contributions/base-canvas.js.map +1 -1
  39. package/cjs/canvas/util.d.ts +0 -1
  40. package/cjs/canvas/util.js +7 -17
  41. package/cjs/canvas/util.js.map +1 -1
  42. package/cjs/common/3d-interceptor.d.ts +3 -0
  43. package/cjs/common/3d-interceptor.js +50 -0
  44. package/cjs/common/3d-interceptor.js.map +1 -0
  45. package/cjs/common/bezier-utils.js +2 -1
  46. package/cjs/common/canvas-utils.d.ts +1 -1
  47. package/cjs/common/canvas-utils.js +15 -30
  48. package/cjs/common/canvas-utils.js.map +1 -1
  49. package/cjs/common/matrix.d.ts +11 -3
  50. package/cjs/common/matrix.js +97 -19
  51. package/cjs/common/matrix.js.map +1 -1
  52. package/cjs/common/render-command-list.js +1 -2
  53. package/cjs/common/render-curve.js +22 -32
  54. package/cjs/common/render-curve.js.map +1 -1
  55. package/cjs/common/render-utils.js +2 -1
  56. package/cjs/common/segment/catmull-rom-close.d.ts +41 -0
  57. package/cjs/common/segment/catmull-rom-close.js +81 -0
  58. package/cjs/common/segment/catmull-rom-close.js.map +1 -0
  59. package/cjs/common/segment/catmull-rom.d.ts +38 -0
  60. package/cjs/common/segment/catmull-rom.js +97 -0
  61. package/cjs/common/segment/catmull-rom.js.map +1 -0
  62. package/cjs/common/segment/index.d.ts +5 -2
  63. package/cjs/common/segment/index.js +8 -1
  64. package/cjs/common/segment/index.js.map +1 -1
  65. package/cjs/common/sort.js +15 -12
  66. package/cjs/common/sort.js.map +1 -1
  67. package/cjs/common/text.d.ts +0 -2
  68. package/cjs/common/text.js +8 -14
  69. package/cjs/common/text.js.map +1 -1
  70. package/cjs/common/utils.js +1 -1
  71. package/cjs/common/utils.js.map +1 -1
  72. package/cjs/core/camera.js +3 -3
  73. package/cjs/core/camera.js.map +1 -1
  74. package/cjs/core/contributions/layerHandler/modules.js +2 -5
  75. package/cjs/core/contributions/layerHandler/modules.js.map +1 -1
  76. package/cjs/core/stage.d.ts +2 -2
  77. package/cjs/core/stage.js +23 -11
  78. package/cjs/core/stage.js.map +1 -1
  79. package/cjs/event/federated-event/base-event.js +12 -2
  80. package/cjs/event/federated-event/base-event.js.map +1 -1
  81. package/cjs/graphic/arc.d.ts +6 -4
  82. package/cjs/graphic/arc.js +46 -17
  83. package/cjs/graphic/arc.js.map +1 -1
  84. package/cjs/graphic/arc3d.d.ts +2 -2
  85. package/cjs/graphic/arc3d.js +8 -9
  86. package/cjs/graphic/arc3d.js.map +1 -1
  87. package/cjs/graphic/area.d.ts +5 -3
  88. package/cjs/graphic/area.js +27 -12
  89. package/cjs/graphic/area.js.map +1 -1
  90. package/cjs/graphic/builtin-symbol/index.d.ts +1 -1
  91. package/cjs/graphic/builtin-symbol/thin-triangle.d.ts +2 -2
  92. package/cjs/graphic/builtin-symbol/thin-triangle.js +2 -2
  93. package/cjs/graphic/builtin-symbol/thin-triangle.js.map +1 -1
  94. package/cjs/graphic/builtin-symbol/triangle-down.d.ts +1 -2
  95. package/cjs/graphic/builtin-symbol/triangle-down.js +4 -9
  96. package/cjs/graphic/builtin-symbol/triangle-down.js.map +1 -1
  97. package/cjs/graphic/builtin-symbol/triangle-left.d.ts +0 -1
  98. package/cjs/graphic/builtin-symbol/triangle-left.js +3 -8
  99. package/cjs/graphic/builtin-symbol/triangle-left.js.map +1 -1
  100. package/cjs/graphic/builtin-symbol/triangle-right.d.ts +1 -2
  101. package/cjs/graphic/builtin-symbol/triangle-right.js +4 -9
  102. package/cjs/graphic/builtin-symbol/triangle-right.js.map +1 -1
  103. package/cjs/graphic/builtin-symbol/triangle-up.d.ts +1 -2
  104. package/cjs/graphic/builtin-symbol/triangle-up.js +4 -9
  105. package/cjs/graphic/builtin-symbol/triangle-up.js.map +1 -1
  106. package/cjs/graphic/builtin-symbol/triangle.d.ts +1 -2
  107. package/cjs/graphic/builtin-symbol/triangle.js +1 -3
  108. package/cjs/graphic/builtin-symbol/triangle.js.map +1 -1
  109. package/cjs/graphic/builtin-symbol/utils.js +1 -5
  110. package/cjs/graphic/builtin-symbol/utils.js.map +1 -1
  111. package/cjs/graphic/circle.d.ts +5 -3
  112. package/cjs/graphic/circle.js +20 -12
  113. package/cjs/graphic/circle.js.map +1 -1
  114. package/cjs/graphic/config.js +7 -3
  115. package/cjs/graphic/config.js.map +1 -1
  116. package/cjs/graphic/glyph.d.ts +4 -2
  117. package/cjs/graphic/glyph.js +9 -2
  118. package/cjs/graphic/glyph.js.map +1 -1
  119. package/cjs/graphic/graphic-creator.js.map +1 -1
  120. package/cjs/graphic/graphic-service/common-outer-boder-bounds.d.ts +3 -0
  121. package/cjs/graphic/graphic-service/common-outer-boder-bounds.js +17 -0
  122. package/cjs/graphic/graphic-service/common-outer-boder-bounds.js.map +1 -0
  123. package/cjs/graphic/graphic-service/graphic-service.d.ts +7 -42
  124. package/cjs/graphic/graphic-service/graphic-service.js +21 -396
  125. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  126. package/cjs/graphic/graphic-service/symbol-outer-border-bounds.d.ts +3 -0
  127. package/cjs/graphic/graphic-service/symbol-outer-border-bounds.js +17 -0
  128. package/cjs/graphic/graphic-service/symbol-outer-border-bounds.js.map +1 -0
  129. package/cjs/graphic/graphic.d.ts +12 -9
  130. package/cjs/graphic/graphic.js +17 -2
  131. package/cjs/graphic/graphic.js.map +1 -1
  132. package/cjs/graphic/group.d.ts +7 -3
  133. package/cjs/graphic/group.js +34 -22
  134. package/cjs/graphic/group.js.map +1 -1
  135. package/cjs/graphic/image.d.ts +3 -2
  136. package/cjs/graphic/image.js +14 -9
  137. package/cjs/graphic/image.js.map +1 -1
  138. package/cjs/graphic/line.d.ts +5 -3
  139. package/cjs/graphic/line.js +24 -11
  140. package/cjs/graphic/line.js.map +1 -1
  141. package/cjs/graphic/node-tree.js.map +1 -1
  142. package/cjs/graphic/path.d.ts +3 -3
  143. package/cjs/graphic/path.js +17 -13
  144. package/cjs/graphic/path.js.map +1 -1
  145. package/cjs/graphic/polygon.d.ts +4 -3
  146. package/cjs/graphic/polygon.js +16 -11
  147. package/cjs/graphic/polygon.js.map +1 -1
  148. package/cjs/graphic/pyramid3d.d.ts +2 -2
  149. package/cjs/graphic/pyramid3d.js +10 -9
  150. package/cjs/graphic/pyramid3d.js.map +1 -1
  151. package/cjs/graphic/rect.d.ts +3 -3
  152. package/cjs/graphic/rect.js +16 -12
  153. package/cjs/graphic/rect.js.map +1 -1
  154. package/cjs/graphic/rect3d.js +2 -2
  155. package/cjs/graphic/rect3d.js.map +1 -1
  156. package/cjs/graphic/richtext/icon.d.ts +2 -2
  157. package/cjs/graphic/richtext/icon.js.map +1 -1
  158. package/cjs/graphic/richtext/utils.js +12 -21
  159. package/cjs/graphic/richtext/utils.js.map +1 -1
  160. package/cjs/graphic/richtext.d.ts +4 -4
  161. package/cjs/graphic/richtext.js +46 -14
  162. package/cjs/graphic/richtext.js.map +1 -1
  163. package/cjs/graphic/shadow-root.d.ts +2 -2
  164. package/cjs/graphic/shadow-root.js.map +1 -1
  165. package/cjs/graphic/symbol.d.ts +5 -3
  166. package/cjs/graphic/symbol.js +25 -12
  167. package/cjs/graphic/symbol.js.map +1 -1
  168. package/cjs/graphic/text.d.ts +10 -10
  169. package/cjs/graphic/text.js +27 -21
  170. package/cjs/graphic/text.js.map +1 -1
  171. package/cjs/graphic/theme.js.map +1 -1
  172. package/cjs/graphic/wrap-text.d.ts +1 -1
  173. package/cjs/graphic/wrap-text.js +2 -2
  174. package/cjs/graphic/wrap-text.js.map +1 -1
  175. package/cjs/index.d.ts +3 -0
  176. package/cjs/index.js +6 -4
  177. package/cjs/index.js.map +1 -1
  178. package/cjs/interface/graphic/arc.d.ts +2 -2
  179. package/cjs/interface/graphic/arc.js.map +1 -1
  180. package/cjs/interface/graphic/arc3d.d.ts +1 -1
  181. package/cjs/interface/graphic/arc3d.js.map +1 -1
  182. package/cjs/interface/graphic/area.d.ts +1 -0
  183. package/cjs/interface/graphic/area.js.map +1 -1
  184. package/cjs/interface/graphic/group.d.ts +1 -1
  185. package/cjs/interface/graphic/group.js.map +1 -1
  186. package/cjs/interface/graphic/line.d.ts +1 -0
  187. package/cjs/interface/graphic/line.js.map +1 -1
  188. package/cjs/interface/graphic/richText.d.ts +1 -0
  189. package/cjs/interface/graphic/richText.js.map +1 -1
  190. package/cjs/interface/graphic-service.d.ts +10 -17
  191. package/cjs/interface/graphic-service.js.map +1 -1
  192. package/cjs/interface/graphic.d.ts +2 -0
  193. package/cjs/interface/graphic.js.map +1 -1
  194. package/cjs/picker/pick-interceptor.d.ts +1 -1
  195. package/cjs/picker/pick-interceptor.js +6 -44
  196. package/cjs/picker/pick-interceptor.js.map +1 -1
  197. package/cjs/picker/picker-service.js +4 -5
  198. package/cjs/picker/picker-service.js.map +1 -1
  199. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.d.ts +1 -0
  200. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js +8 -2
  201. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js.map +1 -1
  202. package/cjs/plugins/builtin-plugin/edit-module.d.ts +22 -0
  203. package/cjs/plugins/builtin-plugin/edit-module.js +94 -0
  204. package/cjs/plugins/builtin-plugin/edit-module.js.map +1 -0
  205. package/cjs/plugins/builtin-plugin/flex-layout-plugin.d.ts +1 -0
  206. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +8 -2
  207. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  208. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +2 -2
  209. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  210. package/cjs/plugins/builtin-plugin/react-attribute-plugin.d.ts +2 -1
  211. package/cjs/plugins/builtin-plugin/react-attribute-plugin.js +15 -7
  212. package/cjs/plugins/builtin-plugin/react-attribute-plugin.js.map +1 -1
  213. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.d.ts +76 -0
  214. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js +338 -0
  215. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -0
  216. package/cjs/render/contributions/render/arc-render.js +12 -28
  217. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  218. package/cjs/render/contributions/render/area-render.js +12 -7
  219. package/cjs/render/contributions/render/area-render.js.map +1 -1
  220. package/cjs/render/contributions/render/base-3d-render.d.ts +10 -0
  221. package/cjs/render/contributions/render/base-3d-render.js +63 -0
  222. package/cjs/render/contributions/render/base-3d-render.js.map +1 -0
  223. package/cjs/render/contributions/render/base-render.d.ts +1 -1
  224. package/cjs/render/contributions/render/base-render.js +5 -5
  225. package/cjs/render/contributions/render/base-render.js.map +1 -1
  226. package/cjs/render/contributions/render/draw-interceptor.js +7 -51
  227. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  228. package/cjs/render/contributions/render/group-render.js +4 -5
  229. package/cjs/render/contributions/render/group-render.js.map +1 -1
  230. package/cjs/render/contributions/render/index.d.ts +1 -0
  231. package/cjs/render/contributions/render/index.js +3 -3
  232. package/cjs/render/contributions/render/index.js.map +1 -1
  233. package/cjs/render/contributions/render/line-render.js +6 -3
  234. package/cjs/render/contributions/render/line-render.js.map +1 -1
  235. package/cjs/render/contributions/render/pyramid3d-render.d.ts +3 -5
  236. package/cjs/render/contributions/render/pyramid3d-render.js +4 -54
  237. package/cjs/render/contributions/render/pyramid3d-render.js.map +1 -1
  238. package/cjs/render/contributions/render/rect3d-render.d.ts +3 -5
  239. package/cjs/render/contributions/render/rect3d-render.js +4 -53
  240. package/cjs/render/contributions/render/rect3d-render.js.map +1 -1
  241. package/cjs/render/contributions/render/symbol-render.js +9 -18
  242. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  243. package/cjs/render/contributions/render/utils.d.ts +24 -0
  244. package/cjs/render/contributions/render/utils.js +51 -21
  245. package/cjs/render/contributions/render/utils.js.map +1 -1
  246. package/dist/index.es.js +9760 -9617
  247. package/es/allocator/matrix-allocate.d.ts +1 -1
  248. package/es/allocator/matrix-allocate.js +3 -3
  249. package/es/allocator/matrix-allocate.js.map +1 -1
  250. package/es/animate/Ticker/default-ticker.d.ts +2 -53
  251. package/es/animate/Ticker/default-ticker.js +3 -106
  252. package/es/animate/Ticker/default-ticker.js.map +1 -1
  253. package/es/animate/Ticker/index.d.ts +4 -0
  254. package/es/animate/Ticker/index.js +8 -0
  255. package/es/animate/Ticker/index.js.map +1 -1
  256. package/es/animate/Ticker/manual-ticker-handler.d.ts +15 -0
  257. package/es/animate/Ticker/manual-ticker-handler.js +28 -0
  258. package/es/animate/Ticker/manual-ticker-handler.js.map +1 -0
  259. package/es/animate/Ticker/manual-ticker.d.ts +19 -0
  260. package/es/animate/Ticker/manual-ticker.js +31 -0
  261. package/es/animate/Ticker/manual-ticker.js.map +1 -0
  262. package/es/animate/Ticker/raf-tick-handler.d.ts +9 -0
  263. package/es/animate/Ticker/raf-tick-handler.js +22 -0
  264. package/es/animate/Ticker/raf-tick-handler.js.map +1 -0
  265. package/es/animate/Ticker/timeout-tick-handler.d.ts +9 -0
  266. package/es/animate/Ticker/timeout-tick-handler.js +20 -0
  267. package/es/animate/Ticker/timeout-tick-handler.js.map +1 -0
  268. package/es/animate/Ticker/type.d.ts +6 -0
  269. package/es/animate/Ticker/type.js +7 -0
  270. package/es/animate/Ticker/type.js.map +1 -0
  271. package/es/animate/animate.js +4 -2
  272. package/es/animate/animate.js.map +1 -1
  273. package/es/animate/custom-animate.d.ts +5 -16
  274. package/es/animate/custom-animate.js +9 -58
  275. package/es/animate/custom-animate.js.map +1 -1
  276. package/es/animate/group-fade.d.ts +16 -0
  277. package/es/animate/group-fade.js +56 -0
  278. package/es/animate/group-fade.js.map +1 -0
  279. package/es/animate/index.d.ts +1 -0
  280. package/es/animate/index.js +2 -0
  281. package/es/animate/index.js.map +1 -1
  282. package/es/canvas/conical-gradient.js.map +1 -1
  283. package/es/canvas/contributions/base-canvas.js +3 -15
  284. package/es/canvas/contributions/base-canvas.js.map +1 -1
  285. package/es/canvas/util.d.ts +0 -1
  286. package/es/canvas/util.js +7 -17
  287. package/es/canvas/util.js.map +1 -1
  288. package/es/common/3d-interceptor.d.ts +3 -0
  289. package/es/common/3d-interceptor.js +46 -0
  290. package/es/common/3d-interceptor.js.map +1 -0
  291. package/es/common/bezier-utils.js +2 -1
  292. package/es/common/canvas-utils.d.ts +1 -1
  293. package/es/common/canvas-utils.js +15 -30
  294. package/es/common/canvas-utils.js.map +1 -1
  295. package/es/common/matrix.d.ts +11 -3
  296. package/es/common/matrix.js +90 -17
  297. package/es/common/matrix.js.map +1 -1
  298. package/es/common/render-command-list.js +1 -2
  299. package/es/common/render-curve.js +22 -32
  300. package/es/common/render-curve.js.map +1 -1
  301. package/es/common/render-utils.js +2 -1
  302. package/es/common/segment/catmull-rom-close.d.ts +41 -0
  303. package/es/common/segment/catmull-rom-close.js +74 -0
  304. package/es/common/segment/catmull-rom-close.js.map +1 -0
  305. package/es/common/segment/catmull-rom.d.ts +38 -0
  306. package/es/common/segment/catmull-rom.js +92 -0
  307. package/es/common/segment/catmull-rom.js.map +1 -0
  308. package/es/common/segment/index.d.ts +5 -2
  309. package/es/common/segment/index.js +11 -0
  310. package/es/common/segment/index.js.map +1 -1
  311. package/es/common/sort.js +15 -12
  312. package/es/common/sort.js.map +1 -1
  313. package/es/common/text.d.ts +0 -2
  314. package/es/common/text.js +6 -11
  315. package/es/common/text.js.map +1 -1
  316. package/es/common/utils.js +1 -1
  317. package/es/common/utils.js.map +1 -1
  318. package/es/core/camera.js +5 -3
  319. package/es/core/camera.js.map +1 -1
  320. package/es/core/contributions/layerHandler/modules.js +2 -9
  321. package/es/core/contributions/layerHandler/modules.js.map +1 -1
  322. package/es/core/stage.d.ts +2 -2
  323. package/es/core/stage.js +22 -14
  324. package/es/core/stage.js.map +1 -1
  325. package/es/event/federated-event/base-event.js +12 -2
  326. package/es/event/federated-event/base-event.js.map +1 -1
  327. package/es/graphic/arc.d.ts +6 -4
  328. package/es/graphic/arc.js +47 -16
  329. package/es/graphic/arc.js.map +1 -1
  330. package/es/graphic/arc3d.d.ts +2 -2
  331. package/es/graphic/arc3d.js +7 -10
  332. package/es/graphic/arc3d.js.map +1 -1
  333. package/es/graphic/area.d.ts +5 -3
  334. package/es/graphic/area.js +28 -11
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type { IPointLike } from '@visactor/vutils';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n IBaseRenderContribution\n} from '../../../interface';\nimport { getModelMatrix, multiplyMat4Mat4, shouldUseMat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n this.builtinContributions && this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: IGraphicAttribute,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ): void;\n\n // abstract drawShape(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
1
+ 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type { IPointLike } from '@visactor/vutils';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n IBaseRenderContribution,\n ITransform\n} from '../../../interface';\nimport { getModelMatrix, shouldUseMat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n this.builtinContributions && this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: Partial<IGraphicAttribute>,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute as ITransform);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ): void;\n\n // abstract drawShape(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
@@ -12,7 +12,7 @@ Object.defineProperty(exports, "__esModule", {
12
12
  value: !0
13
13
  }), exports.Canvas3DDrawItemInterceptor = exports.InteractiveDrawItemInterceptorContribution = exports.CommonDrawItemInterceptorContribution = exports.DebugDrawItemInterceptorContribution = exports.ShadowRootDrawItemInterceptorContribution = exports.DrawItemInterceptor = void 0;
14
14
 
15
- const inversify_lite_1 = require("../../../common/inversify-lite"), vutils_1 = require("@visactor/vutils"), graphic_service_1 = require("../../../graphic/graphic-service/graphic-service"), graphic_creator_1 = require("../../../graphic/graphic-creator"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), constants_1 = require("../../../graphic/constants");
15
+ const inversify_lite_1 = require("../../../common/inversify-lite"), vutils_1 = require("@visactor/vutils"), matrix_1 = require("../../../common/matrix"), graphic_creator_1 = require("../../../graphic/graphic-creator"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), _3d_interceptor_1 = require("../../../common/3d-interceptor");
16
16
 
17
17
  exports.DrawItemInterceptor = Symbol.for("DrawItemInterceptor");
18
18
 
@@ -23,11 +23,11 @@ class ShadowRootDrawItemInterceptorContribution {
23
23
  this.order = 1;
24
24
  }
25
25
  afterDrawItem(graphic, renderService, drawContext, drawContribution, params) {
26
- return (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) && this.drawItem(graphic, renderService, drawContext, drawContribution, params),
26
+ return null == graphic.attribute.shadowRootIdx && graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0 || (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx || graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0) && this.drawItem(graphic, renderService, drawContext, drawContribution, params),
27
27
  !1;
28
28
  }
29
29
  beforeDrawItem(graphic, renderService, drawContext, drawContribution, params) {
30
- return graphic.attribute.shadowRootIdx < 0 && this.drawItem(graphic, renderService, drawContext, drawContribution, params),
30
+ return null == graphic.attribute.shadowRootIdx && graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0 || (graphic.attribute.shadowRootIdx < 0 || graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0) && this.drawItem(graphic, renderService, drawContext, drawContribution, params),
31
31
  !1;
32
32
  }
33
33
  drawItem(graphic, renderService, drawContext, drawContribution, params) {
@@ -163,60 +163,16 @@ class Canvas3DDrawItemInterceptor {
163
163
  m.a /= context.dpr, m.b /= context.dpr, m.c /= context.dpr, m.d /= context.dpr,
164
164
  m.e /= context.dpr, m.f /= context.dpr;
165
165
  const matrix = matrix_allocate_1.mat4Allocate.allocate();
166
- (0, graphic_service_1.mat3Tomat4)(matrix, m);
166
+ (0, matrix_1.mat3Tomat4)(matrix, m);
167
167
  const lastModelMatrix = context.modelMatrix;
168
168
  if (lastModelMatrix) {
169
169
  if (matrix) {
170
170
  const m = matrix_allocate_1.mat4Allocate.allocate();
171
- context.modelMatrix = (0, graphic_service_1.multiplyMat4Mat4)(m, lastModelMatrix, matrix);
171
+ context.modelMatrix = (0, matrix_1.multiplyMat4Mat4)(m, lastModelMatrix, matrix);
172
172
  }
173
173
  } else context.modelMatrix = matrix;
174
- if (context.setTransform(1, 0, 0, 1, 0, 0, !0), graphic.isContainer) {
175
- let isPie = !1, is3d = !1;
176
- if (graphic.forEachChildren((c => (isPie = c.numberType === constants_1.ARC3D_NUMBER_TYPE,
177
- !isPie))), graphic.forEachChildren((c => (is3d = !!c.findFace, !is3d))), isPie) {
178
- const children = graphic.getChildren(), sortedChildren = [ ...children ];
179
- sortedChildren.sort(((a, b) => {
180
- var _a, _b, _c, _d;
181
- let angle1 = ((null !== (_a = a.attribute.startAngle) && void 0 !== _a ? _a : 0) + (null !== (_b = a.attribute.endAngle) && void 0 !== _b ? _b : 0)) / 2, angle2 = ((null !== (_c = b.attribute.startAngle) && void 0 !== _c ? _c : 0) + (null !== (_d = b.attribute.endAngle) && void 0 !== _d ? _d : 0)) / 2;
182
- for (;angle1 < 0; ) angle1 += vutils_1.pi2;
183
- for (;angle2 < 0; ) angle2 += vutils_1.pi2;
184
- return angle2 - angle1;
185
- })), sortedChildren.forEach((c => {
186
- c._next = null, c._prev = null;
187
- })), graphic.removeAllChild(), graphic.update(), sortedChildren.forEach((c => {
188
- graphic.appendChild(c);
189
- }));
190
- const m = graphic.parent.globalTransMatrix;
191
- drawContext.hack_pieFace = "outside", drawContribution.renderGroup(graphic, drawContext, m),
192
- drawContext.hack_pieFace = "inside", drawContribution.renderGroup(graphic, drawContext, m),
193
- drawContext.hack_pieFace = "top", drawContribution.renderGroup(graphic, drawContext, m),
194
- graphic.removeAllChild(), children.forEach((c => {
195
- c._next = null, c._prev = null;
196
- })), children.forEach((c => {
197
- graphic.appendChild(c);
198
- }));
199
- } else if (is3d) {
200
- const children = graphic.getChildren(), zChildren = children.map((g => ({
201
- ave_z: g.findFace().vertices.map((v => {
202
- var _a;
203
- return context.view(v[0], v[1], null !== (_a = v[2] + g.attribute.z) && void 0 !== _a ? _a : 0)[2];
204
- })).reduce(((a, b) => a + b), 0),
205
- g: g
206
- })));
207
- zChildren.sort(((a, b) => b.ave_z - a.ave_z)), graphic.removeAllChild(), zChildren.forEach((i => {
208
- i.g._next = null, i.g._prev = null;
209
- })), graphic.update(), zChildren.forEach((i => {
210
- graphic.add(i.g);
211
- })), drawContribution.renderGroup(graphic, drawContext, graphic.parent.globalTransMatrix, !0),
212
- graphic.removeAllChild(), children.forEach((g => {
213
- g._next = null, g._prev = null;
214
- })), graphic.update(), children.forEach((g => {
215
- graphic.add(g);
216
- }));
217
- } else drawContribution.renderGroup(graphic, drawContext, graphic.parent.globalTransMatrix);
218
- } else drawContribution.renderItem(graphic, drawContext);
219
- return context.camera = null, context.restore(), context.modelMatrix !== lastModelMatrix && matrix_allocate_1.mat4Allocate.free(context.modelMatrix),
174
+ return context.setTransform(1, 0, 0, 1, 0, 0, !0), graphic.isContainer ? (0, _3d_interceptor_1.draw3dItem)(context, graphic, ((isPie, is3d) => drawContribution.renderGroup(graphic, drawContext, graphic.parent.globalTransMatrix, !isPie && is3d)), drawContext) : drawContribution.renderItem(graphic, drawContext),
175
+ context.camera = null, context.restore(), context.modelMatrix !== lastModelMatrix && matrix_allocate_1.mat4Allocate.free(context.modelMatrix),
220
176
  context.modelMatrix = lastModelMatrix, drawContext.in3dInterceptor = !1, !0;
221
177
  }
222
178
  initCanvasCtx(context) {
@@ -1 +1 @@
1
- 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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { graphicCreator } from '../../../graphic/graphic-creator';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\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 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 (graphic.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"]}
1
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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../common/matrix';\nimport { graphicCreator } from '../../../graphic/graphic-creator';\nimport type {\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { draw3dItem } from '../../../common/3d-interceptor';\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 draw3dItem(\n context,\n graphic,\n (isPie: boolean, is3d: boolean) => {\n return drawContribution.renderGroup(\n graphic as IGroup,\n drawContext,\n graphic.parent.globalTransMatrix,\n !isPie && is3d\n );\n },\n drawContext\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"]}
@@ -16,7 +16,7 @@ Object.defineProperty(exports, "__esModule", {
16
16
  value: !0
17
17
  }), exports.DefaultCanvasGroupRender = void 0;
18
18
 
19
- const inversify_lite_1 = require("../../../common/inversify-lite"), theme_1 = require("../../../graphic/theme"), graphic_service_1 = require("../../../graphic/graphic-service/graphic-service"), vutils_1 = require("@visactor/vutils"), contribution_provider_1 = require("../../../common/contribution-provider"), rect_1 = require("../../../common/shape/rect"), utils_1 = require("./utils"), constants_1 = require("./contributions/constants"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), constants_2 = require("../../../graphic/constants"), enums_1 = require("../../../common/enums"), contributions_1 = require("./contributions");
19
+ const inversify_lite_1 = require("../../../common/inversify-lite"), theme_1 = require("../../../graphic/theme"), graphic_service_1 = require("../../../graphic/graphic-service/graphic-service"), vutils_1 = require("@visactor/vutils"), contribution_provider_1 = require("../../../common/contribution-provider"), rect_1 = require("../../../common/shape/rect"), utils_1 = require("./utils"), constants_1 = require("./contributions/constants"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), constants_2 = require("../../../graphic/constants"), enums_1 = require("../../../common/enums"), contributions_1 = require("./contributions"), matrix_1 = require("../../../common/matrix");
20
20
 
21
21
  let DefaultCanvasGroupRender = class {
22
22
  constructor(groupRenderContribitions) {
@@ -64,10 +64,9 @@ let DefaultCanvasGroupRender = class {
64
64
  if (context.camera) {
65
65
  const nextModelMatrix = matrix_allocate_1.mat4Allocate.allocate(), modelMatrix = matrix_allocate_1.mat4Allocate.allocate();
66
66
  (0, graphic_service_1.getModelMatrix)(modelMatrix, group, groupAttribute), lastModelMatrix ? (0,
67
- graphic_service_1.multiplyMat4Mat4)(nextModelMatrix, lastModelMatrix, modelMatrix) : (0,
68
- graphic_service_1.multiplyMat4Mat4)(nextModelMatrix, nextModelMatrix, modelMatrix),
69
- context.modelMatrix = nextModelMatrix, matrix_allocate_1.mat4Allocate.free(modelMatrix),
70
- context.setTransform(1, 0, 0, 1, 0, 0, !0);
67
+ matrix_1.multiplyMat4Mat4)(nextModelMatrix, lastModelMatrix, modelMatrix) : (0,
68
+ matrix_1.multiplyMat4Mat4)(nextModelMatrix, nextModelMatrix, modelMatrix), context.modelMatrix = nextModelMatrix,
69
+ matrix_allocate_1.mat4Allocate.free(modelMatrix), context.setTransform(1, 0, 0, 1, 0, 0, !0);
71
70
  } else context.transformFromMatrix(group.transMatrix, !0);
72
71
  context.beginPath(), params.skipDraw ? this.drawShape(group, context, 0, 0, drawContext, params, (() => !1), (() => !1)) : this.drawShape(group, context, 0, 0, drawContext);
73
72
  const {scrollX: scrollX = groupAttribute.scrollX, scrollY: scrollY = groupAttribute.scrollY} = group.attribute;
@@ -1 +1 @@
1
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { getModelMatrix, multiplyMat4Mat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else 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(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip, baseOpacity = 1 } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n context.baseGlobalAlpha *= baseOpacity;\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha /= baseOpacity;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { getModelMatrix } from '../../../graphic/graphic-service/graphic-service';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const groupAttribute = graphicService.themeService.getCurrentTheme().groupAttribute;\n const groupAttribute = getTheme(group, params?.theme).group;\n const {\n fill = groupAttribute.fill,\n background,\n stroke = groupAttribute.stroke,\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n clip = groupAttribute.clip,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else 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(x, y, width, height);\n } else {\n context.beginPath();\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, x, y, groupAttribute);\n context.stroke();\n }\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // debugger;\n const { clip, baseOpacity = 1 } = group.attribute;\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n context.baseGlobalAlpha *= baseOpacity;\n\n const groupAttribute = getTheme(group, params?.theme).group;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX = groupAttribute.scrollX, scrollY = groupAttribute.scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.drawingCb) {\n p = params.drawingCb();\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha /= baseOpacity;\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
@@ -8,6 +8,7 @@ export * from './symbol-render';
8
8
  export * from './text-render';
9
9
  export * from './graphic-render';
10
10
  export * from './polygon-render';
11
+ export * from './group-render';
11
12
  export * from './image-render';
12
13
  export * from './symbol';
13
14
  export * from './contributions';
@@ -22,7 +22,7 @@ __exportStar(require("./line-render"), exports), __exportStar(require("./area-re
22
22
  __exportStar(require("./path-render"), exports), __exportStar(require("./rect-render"), exports),
23
23
  __exportStar(require("./symbol-render"), exports), __exportStar(require("./text-render"), exports),
24
24
  __exportStar(require("./graphic-render"), exports), __exportStar(require("./polygon-render"), exports),
25
- __exportStar(require("./image-render"), exports), __exportStar(require("./symbol"), exports),
26
- __exportStar(require("./contributions"), exports), __exportStar(require("./utils"), exports),
27
- __exportStar(require("./draw-interceptor"), exports);
25
+ __exportStar(require("./group-render"), exports), __exportStar(require("./image-render"), exports),
26
+ __exportStar(require("./symbol"), exports), __exportStar(require("./contributions"), exports),
27
+ __exportStar(require("./utils"), exports), __exportStar(require("./draw-interceptor"), exports);
28
28
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/render/contributions/render/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,+CAA6B;AAC7B,kDAAgC;AAChC,gDAA8B;AAC9B,gDAA8B;AAC9B,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,gDAA8B;AAC9B,mDAAiC;AACjC,mDAAiC;AACjC,iDAA+B;AAC/B,2CAAyB;AACzB,kDAAgC;AAChC,0CAAwB;AACxB,qDAAmC","file":"index.js","sourcesContent":["export * from './arc-render';\nexport * from './circle-render';\nexport * from './line-render';\nexport * from './area-render';\nexport * from './path-render';\nexport * from './rect-render';\nexport * from './symbol-render';\nexport * from './text-render';\nexport * from './graphic-render';\nexport * from './polygon-render';\nexport * from './image-render';\nexport * from './symbol';\nexport * from './contributions';\nexport * from './utils';\nexport * from './draw-interceptor';\n"]}
1
+ {"version":3,"sources":["../src/render/contributions/render/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;AAAA,+CAA6B;AAC7B,kDAAgC;AAChC,gDAA8B;AAC9B,gDAA8B;AAC9B,gDAA8B;AAC9B,gDAA8B;AAC9B,kDAAgC;AAChC,gDAA8B;AAC9B,mDAAiC;AACjC,mDAAiC;AACjC,iDAA+B;AAC/B,iDAA+B;AAC/B,2CAAyB;AACzB,kDAAgC;AAChC,0CAAwB;AACxB,qDAAmC","file":"index.js","sourcesContent":["export * from './arc-render';\nexport * from './circle-render';\nexport * from './line-render';\nexport * from './area-render';\nexport * from './path-render';\nexport * from './rect-render';\nexport * from './symbol-render';\nexport * from './text-render';\nexport * from './graphic-render';\nexport * from './polygon-render';\nexport * from './group-render';\nexport * from './image-render';\nexport * from './symbol';\nexport * from './contributions';\nexport * from './utils';\nexport * from './draw-interceptor';\n"]}
@@ -77,7 +77,7 @@ let DefaultCanvasLineRender = class extends base_render_1.BaseRender {
77
77
  context.stroke()));
78
78
  }
79
79
  drawShape(line, context, x, y, drawContext, params, fillCb, strokeCb) {
80
- const lineAttribute = (0, theme_1.getTheme)(line, null == params ? void 0 : params.theme).line, {fill: fill = lineAttribute.fill, stroke: stroke = lineAttribute.stroke, fillOpacity: fillOpacity = lineAttribute.fillOpacity, strokeOpacity: strokeOpacity = lineAttribute.strokeOpacity, segments: segments, points: points, closePath: closePath} = line.attribute;
80
+ const lineAttribute = (0, theme_1.getTheme)(line, null == params ? void 0 : params.theme).line, {fill: fill = lineAttribute.fill, stroke: stroke = lineAttribute.stroke, fillOpacity: fillOpacity = lineAttribute.fillOpacity, strokeOpacity: strokeOpacity = lineAttribute.strokeOpacity, segments: segments, points: points, closePath: closePath, curveTension: curveTension = lineAttribute.curveTension} = line.attribute;
81
81
  if (!this.valid(line, lineAttribute, fillCb, strokeCb)) return;
82
82
  let {curveType: curveType = lineAttribute.curveType} = line.attribute;
83
83
  closePath && "linear" === curveType && (curveType = "linearClosed");
@@ -101,7 +101,8 @@ let DefaultCanvasLineRender = class extends base_render_1.BaseRender {
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  defined: lastSeg.curves[lastSeg.curves.length - 1].defined
102
102
  } : index > 1 && (startPoint.x = lastSeg.endX, startPoint.y = lastSeg.endY, startPoint.defined = lastSeg.curves[lastSeg.curves.length - 1].defined);
103
103
  const data = (0, segment_1.calcLineCache)(seg.points, curveType, {
104
- startPoint: startPoint
104
+ startPoint: startPoint,
105
+ curveTension: curveTension
105
106
  });
106
107
  return lastSeg = data, data;
107
108
  })).filter((item => !!item)), "linearClosed" === curveType) {
@@ -118,7 +119,9 @@ let DefaultCanvasLineRender = class extends base_render_1.BaseRender {
118
119
  }
119
120
  } else {
120
121
  if (!points || !points.length) return line.cache = null, void line.clearUpdateShapeTag();
121
- line.cache = (0, segment_1.calcLineCache)(_points, curveType);
122
+ line.cache = (0, segment_1.calcLineCache)(_points, curveType, {
123
+ curveTension: curveTension
124
+ });
122
125
  }
123
126
  line.clearUpdateShapeTag();
124
127
  }