@visactor/vrender-core 0.20.0-alpha.1 → 0.20.0-alpha.3

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 (420) hide show
  1. package/cjs/animate/Ticker/default-ticker.d.ts +2 -53
  2. package/cjs/animate/Ticker/default-ticker.js +17 -130
  3. package/cjs/animate/Ticker/default-ticker.js.map +1 -1
  4. package/cjs/animate/Ticker/index.d.ts +4 -0
  5. package/cjs/animate/Ticker/index.js +3 -1
  6. package/cjs/animate/Ticker/index.js.map +1 -1
  7. package/cjs/animate/Ticker/manual-ticker-handler.d.ts +15 -0
  8. package/cjs/animate/Ticker/manual-ticker-handler.js +36 -0
  9. package/cjs/animate/Ticker/manual-ticker-handler.js.map +1 -0
  10. package/cjs/animate/Ticker/manual-ticker.d.ts +19 -0
  11. package/cjs/animate/Ticker/manual-ticker.js +37 -0
  12. package/cjs/animate/Ticker/manual-ticker.js.map +1 -0
  13. package/cjs/animate/Ticker/raf-tick-handler.d.ts +9 -0
  14. package/cjs/animate/Ticker/raf-tick-handler.js +30 -0
  15. package/cjs/animate/Ticker/raf-tick-handler.js.map +1 -0
  16. package/cjs/animate/Ticker/timeout-tick-handler.d.ts +9 -0
  17. package/cjs/animate/Ticker/timeout-tick-handler.js +28 -0
  18. package/cjs/animate/Ticker/timeout-tick-handler.js.map +1 -0
  19. package/cjs/animate/Ticker/type.d.ts +6 -0
  20. package/cjs/animate/Ticker/type.js +11 -0
  21. package/cjs/animate/Ticker/type.js.map +1 -0
  22. package/cjs/canvas/conical-gradient.js.map +1 -1
  23. package/cjs/canvas/contributions/base-canvas.js +4 -13
  24. package/cjs/canvas/contributions/base-canvas.js.map +1 -1
  25. package/cjs/common/3d-interceptor.js +1 -2
  26. package/cjs/common/bounds-context.js +2 -1
  27. package/cjs/common/morphing-utils.js +1 -1
  28. package/cjs/common/path-svg.js +1 -1
  29. package/cjs/common/polygon.js +2 -2
  30. package/cjs/common/rect-utils.js +1 -1
  31. package/cjs/common/render-area.js +1 -1
  32. package/cjs/common/render-command-list.js +1 -2
  33. package/cjs/common/render-curve.js +1 -1
  34. package/cjs/common/render-utils.js +1 -1
  35. package/cjs/common/seg-context.js +1 -1
  36. package/cjs/common/segment/catmull-rom-close.d.ts +41 -0
  37. package/cjs/common/segment/catmull-rom-close.js +81 -0
  38. package/cjs/common/segment/catmull-rom-close.js.map +1 -0
  39. package/cjs/common/segment/catmull-rom.d.ts +38 -0
  40. package/cjs/common/segment/catmull-rom.js +97 -0
  41. package/cjs/common/segment/catmull-rom.js.map +1 -0
  42. package/cjs/common/segment/index.d.ts +5 -2
  43. package/cjs/common/segment/index.js +8 -1
  44. package/cjs/common/segment/index.js.map +1 -1
  45. package/cjs/common/simplify.js +1 -1
  46. package/cjs/common/sort.js +1 -1
  47. package/cjs/common/split-path.js +1 -1
  48. package/cjs/common/store.js +1 -1
  49. package/cjs/common/text.js +4 -3
  50. package/cjs/common/text.js.map +1 -1
  51. package/cjs/core/application.js +2 -1
  52. package/cjs/core/camera.js +1 -1
  53. package/cjs/core/constants.js +1 -1
  54. package/cjs/core/contributions/layerHandler/modules.js +2 -5
  55. package/cjs/core/contributions/layerHandler/modules.js.map +1 -1
  56. package/cjs/core/core-modules.js +1 -1
  57. package/cjs/core/global-module.js +2 -0
  58. package/cjs/core/global.js +1 -1
  59. package/cjs/core/graphic-utils.js +1 -1
  60. package/cjs/core/index.js +1 -1
  61. package/cjs/core/layer-service.js +1 -1
  62. package/cjs/core/layer.js +1 -1
  63. package/cjs/core/light.js +1 -1
  64. package/cjs/core/stage.d.ts +2 -2
  65. package/cjs/core/stage.js +10 -4
  66. package/cjs/core/stage.js.map +1 -1
  67. package/cjs/core/window.js +1 -1
  68. package/cjs/event/federated-event/base-event.js +12 -2
  69. package/cjs/event/federated-event/base-event.js.map +1 -1
  70. package/cjs/graphic/arc.d.ts +6 -4
  71. package/cjs/graphic/arc.js +46 -17
  72. package/cjs/graphic/arc.js.map +1 -1
  73. package/cjs/graphic/arc3d.d.ts +2 -2
  74. package/cjs/graphic/arc3d.js +8 -9
  75. package/cjs/graphic/arc3d.js.map +1 -1
  76. package/cjs/graphic/area.d.ts +5 -3
  77. package/cjs/graphic/area.js +27 -12
  78. package/cjs/graphic/area.js.map +1 -1
  79. package/cjs/graphic/builtin-symbol/index.d.ts +1 -1
  80. package/cjs/graphic/builtin-symbol/thin-triangle.d.ts +2 -2
  81. package/cjs/graphic/builtin-symbol/thin-triangle.js +2 -2
  82. package/cjs/graphic/builtin-symbol/thin-triangle.js.map +1 -1
  83. package/cjs/graphic/builtin-symbol/triangle-down.d.ts +1 -2
  84. package/cjs/graphic/builtin-symbol/triangle-down.js +4 -9
  85. package/cjs/graphic/builtin-symbol/triangle-down.js.map +1 -1
  86. package/cjs/graphic/builtin-symbol/triangle-left.d.ts +0 -1
  87. package/cjs/graphic/builtin-symbol/triangle-left.js +3 -8
  88. package/cjs/graphic/builtin-symbol/triangle-left.js.map +1 -1
  89. package/cjs/graphic/builtin-symbol/triangle-right.d.ts +1 -2
  90. package/cjs/graphic/builtin-symbol/triangle-right.js +4 -9
  91. package/cjs/graphic/builtin-symbol/triangle-right.js.map +1 -1
  92. package/cjs/graphic/builtin-symbol/triangle-up.d.ts +1 -2
  93. package/cjs/graphic/builtin-symbol/triangle-up.js +4 -9
  94. package/cjs/graphic/builtin-symbol/triangle-up.js.map +1 -1
  95. package/cjs/graphic/builtin-symbol/triangle.d.ts +1 -2
  96. package/cjs/graphic/builtin-symbol/triangle.js +1 -3
  97. package/cjs/graphic/builtin-symbol/triangle.js.map +1 -1
  98. package/cjs/graphic/circle.d.ts +5 -3
  99. package/cjs/graphic/circle.js +20 -12
  100. package/cjs/graphic/circle.js.map +1 -1
  101. package/cjs/graphic/config.js +6 -3
  102. package/cjs/graphic/config.js.map +1 -1
  103. package/cjs/graphic/glyph.d.ts +4 -2
  104. package/cjs/graphic/glyph.js +9 -2
  105. package/cjs/graphic/glyph.js.map +1 -1
  106. package/cjs/graphic/graphic-creator.js.map +1 -1
  107. package/cjs/graphic/graphic-service/common-outer-boder-bounds.d.ts +3 -0
  108. package/cjs/graphic/graphic-service/common-outer-boder-bounds.js +17 -0
  109. package/cjs/graphic/graphic-service/common-outer-boder-bounds.js.map +1 -0
  110. package/cjs/graphic/graphic-service/graphic-service.d.ts +7 -36
  111. package/cjs/graphic/graphic-service/graphic-service.js +11 -296
  112. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  113. package/cjs/graphic/graphic-service/symbol-outer-border-bounds.d.ts +3 -0
  114. package/cjs/graphic/graphic-service/symbol-outer-border-bounds.js +17 -0
  115. package/cjs/graphic/graphic-service/symbol-outer-border-bounds.js.map +1 -0
  116. package/cjs/graphic/graphic.d.ts +12 -9
  117. package/cjs/graphic/graphic.js +17 -2
  118. package/cjs/graphic/graphic.js.map +1 -1
  119. package/cjs/graphic/group.d.ts +7 -3
  120. package/cjs/graphic/group.js +34 -22
  121. package/cjs/graphic/group.js.map +1 -1
  122. package/cjs/graphic/image.d.ts +3 -2
  123. package/cjs/graphic/image.js +14 -9
  124. package/cjs/graphic/image.js.map +1 -1
  125. package/cjs/graphic/line.d.ts +5 -3
  126. package/cjs/graphic/line.js +24 -11
  127. package/cjs/graphic/line.js.map +1 -1
  128. package/cjs/graphic/node-tree.js.map +1 -1
  129. package/cjs/graphic/path.d.ts +3 -3
  130. package/cjs/graphic/path.js +17 -13
  131. package/cjs/graphic/path.js.map +1 -1
  132. package/cjs/graphic/polygon.d.ts +4 -3
  133. package/cjs/graphic/polygon.js +16 -11
  134. package/cjs/graphic/polygon.js.map +1 -1
  135. package/cjs/graphic/pyramid3d.d.ts +2 -2
  136. package/cjs/graphic/pyramid3d.js +10 -9
  137. package/cjs/graphic/pyramid3d.js.map +1 -1
  138. package/cjs/graphic/rect.d.ts +3 -3
  139. package/cjs/graphic/rect.js +16 -12
  140. package/cjs/graphic/rect.js.map +1 -1
  141. package/cjs/graphic/rect3d.js +2 -2
  142. package/cjs/graphic/rect3d.js.map +1 -1
  143. package/cjs/graphic/richtext/icon.d.ts +2 -2
  144. package/cjs/graphic/richtext/icon.js.map +1 -1
  145. package/cjs/graphic/richtext.d.ts +3 -3
  146. package/cjs/graphic/richtext.js +44 -12
  147. package/cjs/graphic/richtext.js.map +1 -1
  148. package/cjs/graphic/shadow-root.d.ts +2 -2
  149. package/cjs/graphic/shadow-root.js.map +1 -1
  150. package/cjs/graphic/symbol.d.ts +5 -3
  151. package/cjs/graphic/symbol.js +25 -12
  152. package/cjs/graphic/symbol.js.map +1 -1
  153. package/cjs/graphic/text.d.ts +10 -10
  154. package/cjs/graphic/text.js +26 -20
  155. package/cjs/graphic/text.js.map +1 -1
  156. package/cjs/graphic/theme.js.map +1 -1
  157. package/cjs/graphic/wrap-text.d.ts +1 -1
  158. package/cjs/graphic/wrap-text.js +2 -2
  159. package/cjs/graphic/wrap-text.js.map +1 -1
  160. package/cjs/index.d.ts +2 -0
  161. package/cjs/index.js +3 -1
  162. package/cjs/index.js.map +1 -1
  163. package/cjs/interface/graphic/arc.d.ts +2 -2
  164. package/cjs/interface/graphic/arc.js.map +1 -1
  165. package/cjs/interface/graphic/arc3d.d.ts +1 -1
  166. package/cjs/interface/graphic/arc3d.js.map +1 -1
  167. package/cjs/interface/graphic/area.d.ts +1 -0
  168. package/cjs/interface/graphic/area.js.map +1 -1
  169. package/cjs/interface/graphic/line.d.ts +1 -0
  170. package/cjs/interface/graphic/line.js.map +1 -1
  171. package/cjs/interface/graphic-service.d.ts +10 -17
  172. package/cjs/interface/graphic-service.js.map +1 -1
  173. package/cjs/interface/graphic.d.ts +2 -0
  174. package/cjs/interface/graphic.js.map +1 -1
  175. package/cjs/picker/pick-interceptor.js +5 -3
  176. package/cjs/picker/pick-interceptor.js.map +1 -1
  177. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.d.ts +1 -0
  178. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js +8 -2
  179. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js.map +1 -1
  180. package/cjs/plugins/builtin-plugin/auto-render-plugin.d.ts +2 -1
  181. package/cjs/plugins/builtin-plugin/auto-render-plugin.js +10 -8
  182. package/cjs/plugins/builtin-plugin/auto-render-plugin.js.map +1 -1
  183. package/cjs/plugins/builtin-plugin/flex-layout-plugin.d.ts +1 -0
  184. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +8 -2
  185. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  186. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +1 -1
  187. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  188. package/cjs/render/contributions/render/arc-render.js +15 -28
  189. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  190. package/cjs/render/contributions/render/area-render.js +11 -6
  191. package/cjs/render/contributions/render/area-render.js.map +1 -1
  192. package/cjs/render/contributions/render/base-render.d.ts +1 -1
  193. package/cjs/render/contributions/render/base-render.js.map +1 -1
  194. package/cjs/render/contributions/render/index.d.ts +1 -0
  195. package/cjs/render/contributions/render/index.js +3 -3
  196. package/cjs/render/contributions/render/index.js.map +1 -1
  197. package/cjs/render/contributions/render/line-render.js +6 -3
  198. package/cjs/render/contributions/render/line-render.js.map +1 -1
  199. package/cjs/render/contributions/render/symbol-render.js +1 -1
  200. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  201. package/cjs/render/contributions/render/utils.d.ts +24 -0
  202. package/cjs/render/contributions/render/utils.js +56 -23
  203. package/cjs/render/contributions/render/utils.js.map +1 -1
  204. package/dist/index.es.js +6911 -7082
  205. package/es/animate/Ticker/default-ticker.d.ts +2 -53
  206. package/es/animate/Ticker/default-ticker.js +3 -106
  207. package/es/animate/Ticker/default-ticker.js.map +1 -1
  208. package/es/animate/Ticker/index.d.ts +4 -0
  209. package/es/animate/Ticker/index.js +8 -0
  210. package/es/animate/Ticker/index.js.map +1 -1
  211. package/es/animate/Ticker/manual-ticker-handler.d.ts +15 -0
  212. package/es/animate/Ticker/manual-ticker-handler.js +28 -0
  213. package/es/animate/Ticker/manual-ticker-handler.js.map +1 -0
  214. package/es/animate/Ticker/manual-ticker.d.ts +19 -0
  215. package/es/animate/Ticker/manual-ticker.js +31 -0
  216. package/es/animate/Ticker/manual-ticker.js.map +1 -0
  217. package/es/animate/Ticker/raf-tick-handler.d.ts +9 -0
  218. package/es/animate/Ticker/raf-tick-handler.js +22 -0
  219. package/es/animate/Ticker/raf-tick-handler.js.map +1 -0
  220. package/es/animate/Ticker/timeout-tick-handler.d.ts +9 -0
  221. package/es/animate/Ticker/timeout-tick-handler.js +20 -0
  222. package/es/animate/Ticker/timeout-tick-handler.js.map +1 -0
  223. package/es/animate/Ticker/type.d.ts +6 -0
  224. package/es/animate/Ticker/type.js +7 -0
  225. package/es/animate/Ticker/type.js.map +1 -0
  226. package/es/canvas/conical-gradient.js.map +1 -1
  227. package/es/canvas/contributions/base-canvas.js +3 -15
  228. package/es/canvas/contributions/base-canvas.js.map +1 -1
  229. package/es/common/3d-interceptor.js +1 -2
  230. package/es/common/bounds-context.js +2 -1
  231. package/es/common/morphing-utils.js +1 -1
  232. package/es/common/path-svg.js +1 -1
  233. package/es/common/polygon.js +1 -1
  234. package/es/common/rect-utils.js +1 -1
  235. package/es/common/render-area.js +1 -1
  236. package/es/common/render-command-list.js +1 -2
  237. package/es/common/render-curve.js +1 -1
  238. package/es/common/render-utils.js +1 -1
  239. package/es/common/seg-context.js +1 -1
  240. package/es/common/segment/catmull-rom-close.d.ts +41 -0
  241. package/es/common/segment/catmull-rom-close.js +74 -0
  242. package/es/common/segment/catmull-rom-close.js.map +1 -0
  243. package/es/common/segment/catmull-rom.d.ts +38 -0
  244. package/es/common/segment/catmull-rom.js +92 -0
  245. package/es/common/segment/catmull-rom.js.map +1 -0
  246. package/es/common/segment/index.d.ts +5 -2
  247. package/es/common/segment/index.js +11 -0
  248. package/es/common/segment/index.js.map +1 -1
  249. package/es/common/simplify.js +1 -1
  250. package/es/common/sort.js +1 -1
  251. package/es/common/split-path.js +1 -1
  252. package/es/common/store.js +1 -1
  253. package/es/common/text.js +5 -4
  254. package/es/common/text.js.map +1 -1
  255. package/es/core/application.js +2 -1
  256. package/es/core/camera.js +1 -1
  257. package/es/core/constants.js +1 -1
  258. package/es/core/contributions/layerHandler/modules.js +2 -9
  259. package/es/core/contributions/layerHandler/modules.js.map +1 -1
  260. package/es/core/core-modules.js +1 -1
  261. package/es/core/global-module.js +2 -0
  262. package/es/core/global.js +1 -1
  263. package/es/core/graphic-utils.js +1 -1
  264. package/es/core/index.js +1 -1
  265. package/es/core/layer-service.js +1 -1
  266. package/es/core/layer.js +1 -1
  267. package/es/core/light.js +1 -1
  268. package/es/core/stage.d.ts +2 -2
  269. package/es/core/stage.js +9 -7
  270. package/es/core/stage.js.map +1 -1
  271. package/es/core/window.js +1 -1
  272. package/es/event/federated-event/base-event.js +12 -2
  273. package/es/event/federated-event/base-event.js.map +1 -1
  274. package/es/graphic/arc.d.ts +6 -4
  275. package/es/graphic/arc.js +47 -16
  276. package/es/graphic/arc.js.map +1 -1
  277. package/es/graphic/arc3d.d.ts +2 -2
  278. package/es/graphic/arc3d.js +7 -10
  279. package/es/graphic/arc3d.js.map +1 -1
  280. package/es/graphic/area.d.ts +5 -3
  281. package/es/graphic/area.js +28 -11
  282. package/es/graphic/area.js.map +1 -1
  283. package/es/graphic/builtin-symbol/index.d.ts +1 -1
  284. package/es/graphic/builtin-symbol/thin-triangle.d.ts +2 -2
  285. package/es/graphic/builtin-symbol/thin-triangle.js +2 -2
  286. package/es/graphic/builtin-symbol/thin-triangle.js.map +1 -1
  287. package/es/graphic/builtin-symbol/triangle-down.d.ts +1 -2
  288. package/es/graphic/builtin-symbol/triangle-down.js +2 -7
  289. package/es/graphic/builtin-symbol/triangle-down.js.map +1 -1
  290. package/es/graphic/builtin-symbol/triangle-left.d.ts +0 -1
  291. package/es/graphic/builtin-symbol/triangle-left.js +1 -6
  292. package/es/graphic/builtin-symbol/triangle-left.js.map +1 -1
  293. package/es/graphic/builtin-symbol/triangle-right.d.ts +1 -2
  294. package/es/graphic/builtin-symbol/triangle-right.js +2 -7
  295. package/es/graphic/builtin-symbol/triangle-right.js.map +1 -1
  296. package/es/graphic/builtin-symbol/triangle-up.d.ts +1 -2
  297. package/es/graphic/builtin-symbol/triangle-up.js +2 -7
  298. package/es/graphic/builtin-symbol/triangle-up.js.map +1 -1
  299. package/es/graphic/builtin-symbol/triangle.d.ts +1 -2
  300. package/es/graphic/builtin-symbol/triangle.js +1 -3
  301. package/es/graphic/builtin-symbol/triangle.js.map +1 -1
  302. package/es/graphic/circle.d.ts +5 -3
  303. package/es/graphic/circle.js +23 -9
  304. package/es/graphic/circle.js.map +1 -1
  305. package/es/graphic/config.js +6 -3
  306. package/es/graphic/config.js.map +1 -1
  307. package/es/graphic/glyph.d.ts +4 -2
  308. package/es/graphic/glyph.js +9 -1
  309. package/es/graphic/glyph.js.map +1 -1
  310. package/es/graphic/graphic-creator.js.map +1 -1
  311. package/es/graphic/graphic-service/common-outer-boder-bounds.d.ts +3 -0
  312. package/es/graphic/graphic-service/common-outer-boder-bounds.js +9 -0
  313. package/es/graphic/graphic-service/common-outer-boder-bounds.js.map +1 -0
  314. package/es/graphic/graphic-service/graphic-service.d.ts +7 -36
  315. package/es/graphic/graphic-service/graphic-service.js +11 -297
  316. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  317. package/es/graphic/graphic-service/symbol-outer-border-bounds.d.ts +3 -0
  318. package/es/graphic/graphic-service/symbol-outer-border-bounds.js +11 -0
  319. package/es/graphic/graphic-service/symbol-outer-border-bounds.js.map +1 -0
  320. package/es/graphic/graphic.d.ts +12 -9
  321. package/es/graphic/graphic.js +20 -3
  322. package/es/graphic/graphic.js.map +1 -1
  323. package/es/graphic/group.d.ts +7 -3
  324. package/es/graphic/group.js +32 -22
  325. package/es/graphic/group.js.map +1 -1
  326. package/es/graphic/image.d.ts +3 -2
  327. package/es/graphic/image.js +15 -8
  328. package/es/graphic/image.js.map +1 -1
  329. package/es/graphic/line.d.ts +5 -3
  330. package/es/graphic/line.js +25 -10
  331. package/es/graphic/line.js.map +1 -1
  332. package/es/graphic/node-tree.js.map +1 -1
  333. package/es/graphic/path.d.ts +3 -3
  334. package/es/graphic/path.js +18 -12
  335. package/es/graphic/path.js.map +1 -1
  336. package/es/graphic/polygon.d.ts +4 -3
  337. package/es/graphic/polygon.js +17 -10
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  339. package/es/graphic/pyramid3d.d.ts +2 -2
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type { IPointLike } from '@visactor/vutils';\nimport { abs, isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { calcLineCache } from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { Direction } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\nimport { BaseRender } from './base-render';\nimport {\n defaultAreaBackgroundRenderContribution,\n defaultAreaTextureRenderContribution\n} from './contributions/area-contribution-render';\n\n@injectable()\nexport class DefaultCanvasAreaRender extends BaseRender<IArea> implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultAreaTextureRenderContribution, defaultAreaBackgroundRenderContribution];\n this.init(areaRenderContribitions);\n }\n\n drawLinearAreaHighPerformance(\n area: IArea,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n areaAttribute: Required<IAreaGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { points } = area.attribute;\n if (points.length < 2) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, area.attribute, areaAttribute);\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n const { x: originX = 0, x: originY = 0 } = area.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, area.attribute, areaAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n if (stroke) {\n const { stroke = areaAttribute && areaAttribute.stroke } = area.attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n if (stroke[0]) {\n context.moveTo(startP.x + offsetX, 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Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n stroke = areaAttribute.stroke,\n fillOpacity = areaAttribute.fillOpacity,\n z = areaAttribute.z,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n const data = this.valid(area, areaAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { doFill, doStroke } = data;\n\n const { clipRange = areaAttribute.clipRange, closePath, points, segments } = area.attribute;\n let { curveType = areaAttribute.curveType } = area.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearAreaHighPerformance(\n area,\n context,\n !!fill,\n doStroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n areaAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: { endX: number; endY: number };\n const topCaches = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] && (lastTopSeg = { endX: seg.points[0].x, endY: seg.points[0].y });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint\n });\n lastTopSeg = data;\n return data;\n })\n .filter(item => !!item);\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n if (bottomPoints.length > 1) {\n lastBottomSeg = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n bottomCaches.unshift(lastBottomSeg);\n }\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n const segments = area.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const areaAttribute = getTheme(area, params?.theme).area;\n this._draw(area, areaAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ) {\n if (\n !(\n cache &&\n cache.top &&\n cache.bottom &&\n cache.top.curves &&\n cache.top.curves.length &&\n cache.bottom.curves &&\n cache.bottom.curves.length\n )\n ) {\n return;\n }\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n context.beginPath();\n\n const ret: boolean = false;\n const { points, segments } = area.attribute;\n let direction = Direction.ROW;\n let endP: IPointLike;\n let startP: IPointLike;\n if (segments) {\n const endSeg = segments[segments.length - 1];\n const startSeg = segments[0];\n startP = startSeg.points[0];\n endP = endSeg.points[endSeg.points.length - 1];\n } else {\n startP = points[0];\n endP = points[points.length - 1];\n }\n const xTotalLength = abs(endP.x - startP.x);\n const yTotalLength = abs(endP.y - startP.y);\n if (endP.x1 == null) {\n direction = Direction.ROW;\n } else if (endP.y1 == null) {\n direction = Direction.COLUMN;\n } else if (!Number.isFinite(xTotalLength + yTotalLength)) {\n direction = Direction.ROW;\n } else {\n direction = xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN;\n }\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n direction,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke = defaultAttribute && defaultAttribute[1] && defaultAttribute[1].stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n direction === Direction.ROW ? 'x' : 'y',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
1
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type { IPointLike } from '@visactor/vutils';\nimport { abs, isArray, min } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IAreaRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { calcLineCache } from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { AreaRenderContribution } from './contributions/constants';\nimport { Direction } from '../../../common/enums';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\nimport { drawSegments } from '../../../common/render-curve';\nimport { BaseRender } from './base-render';\nimport {\n defaultAreaBackgroundRenderContribution,\n defaultAreaTextureRenderContribution\n} from './contributions/area-contribution-render';\n\n@injectable()\nexport class DefaultCanvasAreaRender extends BaseRender<IArea> implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: IContributionProvider<IAreaRenderContribution>\n ) {\n super();\n this.builtinContributions = [defaultAreaTextureRenderContribution, defaultAreaBackgroundRenderContribution];\n this.init(areaRenderContribitions);\n }\n\n drawLinearAreaHighPerformance(\n area: IArea,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n areaAttribute: Required<IAreaGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { points } = area.attribute;\n if (points.length < 2) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n context.lineTo((p.x1 ?? p.x) + offsetX, (p.y1 ?? p.y) + offsetY, z);\n }\n context.closePath();\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, area.attribute, areaAttribute);\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n const { x: originX = 0, x: originY = 0 } = area.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, area.attribute, areaAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, area.attribute, originX - offsetX, originY - offsetY, areaAttribute);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n areaAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute: area.attribute }\n );\n\n if (stroke) {\n const { stroke = areaAttribute && areaAttribute.stroke } = area.attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n if (stroke[0]) {\n context.moveTo(startP.x + offsetX, 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strokeOpacity,\n x,\n y,\n areaAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: { endX: number; endY: number };\n const topCaches = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] && (lastTopSeg = { endX: seg.points[0].x, endY: seg.points[0].y });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint,\n curveTension\n });\n lastTopSeg = data;\n return data;\n })\n .filter(item => !!item);\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n if (bottomPoints.length > 1) {\n lastBottomSeg = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType,\n { curveTension }\n );\n bottomCaches.unshift(lastBottomSeg);\n }\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType, { curveTension });\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType,\n { curveTension }\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cacheArea = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n const segments = area.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n doFill,\n fillOpacity,\n doStroke,\n strokeOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const areaAttribute = getTheme(area, params?.theme).area;\n this._draw(area, areaAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n let ret = false;\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n false,\n fillCb,\n strokeCb\n );\n ret =\n ret ||\n this._drawSegmentItem(\n context,\n cache,\n fill,\n fillOpacity,\n stroke,\n strokeOpacity,\n attribute,\n defaultAttribute,\n clipRange,\n offsetX,\n offsetY,\n offsetZ,\n area,\n drawContext,\n true,\n fillCb,\n strokeCb\n );\n return ret;\n }\n\n protected _drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n stroke: boolean,\n strokeOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n drawContext: IDrawContext,\n connect: boolean,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ) {\n if (\n !(\n cache &&\n cache.top &&\n cache.bottom &&\n cache.top.curves &&\n cache.top.curves.length &&\n cache.bottom.curves &&\n cache.bottom.curves.length\n )\n ) {\n return;\n }\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n const da = [];\n if (connect) {\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n }\n\n if (connect && connectedType === 'none') {\n return false;\n }\n\n context.beginPath();\n\n const ret: boolean = false;\n const { points, segments } = area.attribute;\n let direction = Direction.ROW;\n let endP: IPointLike;\n let startP: IPointLike;\n if (segments) {\n const endSeg = segments[segments.length - 1];\n const startSeg = segments[0];\n startP = startSeg.points[0];\n endP = endSeg.points[endSeg.points.length - 1];\n } else {\n startP = points[0];\n endP = points[points.length - 1];\n }\n const xTotalLength = abs(endP.x - startP.x);\n const yTotalLength = abs(endP.y - startP.y);\n if (endP.x1 == null) {\n direction = Direction.ROW;\n } else if (endP.y1 == null) {\n direction = Direction.COLUMN;\n } else if (!Number.isFinite(xTotalLength + yTotalLength)) {\n direction = Direction.ROW;\n } else {\n direction = xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN;\n }\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ,\n direction,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n this.beforeRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.fill();\n }\n }\n\n this.afterRenderStep(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n drawContext,\n fillCb,\n null,\n { attribute }\n );\n\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else {\n const { stroke = defaultAttribute && defaultAttribute[1] && defaultAttribute[1].stroke } = attribute;\n if (isArray(stroke) && (stroke[0] || stroke[2]) && stroke[1] === false) {\n context.beginPath();\n drawSegments(\n context.camera ? context : context.nativeContext,\n stroke[0] ? cache.top : cache.bottom,\n clipRange,\n direction === Direction.ROW ? 'x' : 'y',\n {\n offsetX,\n offsetY,\n offsetZ,\n drawConnect: connect,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n }\n );\n }\n context.setStrokeStyle(\n area,\n connect ? connectedStyle : attribute,\n originX - offsetX,\n originY - offsetY,\n connect ? da : defaultAttribute\n );\n context.stroke();\n }\n }\n\n return ret;\n }\n}\n"]}
@@ -16,7 +16,7 @@ export declare abstract class BaseRender<T extends IGraphic> {
16
16
  doFill: boolean;
17
17
  doStroke: boolean;
18
18
  };
19
- transform(graphic: IGraphic, graphicAttribute: IGraphicAttribute, context: IContext2d, use3dMatrixIn3dMode?: boolean): IPointLike & {
19
+ transform(graphic: IGraphic, graphicAttribute: Partial<IGraphicAttribute>, context: IContext2d, use3dMatrixIn3dMode?: boolean): IPointLike & {
20
20
  z: number;
21
21
  lastModelMatrix: mat4;
22
22
  };
@@ -1 +1 @@
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} 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: 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"]}
@@ -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';
@@ -18,6 +18,8 @@ export * from "./graphic-render";
18
18
 
19
19
  export * from "./polygon-render";
20
20
 
21
+ export * from "./group-render";
22
+
21
23
  export * from "./image-render";
22
24
 
23
25
  export * from "./symbol";
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/render/contributions/render/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,UAAU,CAAC;AACzB,cAAc,iBAAiB,CAAC;AAChC,cAAc,SAAS,CAAC;AACxB,cAAc,oBAAoB,CAAC","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,cAAc,cAAc,CAAC;AAC7B,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,UAAU,CAAC;AACzB,cAAc,iBAAiB,CAAC;AAChC,cAAc,SAAS,CAAC;AACxB,cAAc,oBAAoB,CAAC","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"]}
@@ -83,7 +83,7 @@ let DefaultCanvasLineRender = class extends BaseRender {
83
83
  context.stroke()));
84
84
  }
85
85
  drawShape(line, context, x, y, drawContext, params, fillCb, strokeCb) {
86
- const lineAttribute = 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;
86
+ const lineAttribute = 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;
87
87
  if (!this.valid(line, lineAttribute, fillCb, strokeCb)) return;
88
88
  let {curveType: curveType = lineAttribute.curveType} = line.attribute;
89
89
  closePath && "linear" === curveType && (curveType = "linearClosed");
@@ -107,7 +107,8 @@ let DefaultCanvasLineRender = class extends BaseRender {
107
107
  defined: lastSeg.curves[lastSeg.curves.length - 1].defined
108
108
  } : index > 1 && (startPoint.x = lastSeg.endX, startPoint.y = lastSeg.endY, startPoint.defined = lastSeg.curves[lastSeg.curves.length - 1].defined);
109
109
  const data = calcLineCache(seg.points, curveType, {
110
- startPoint: startPoint
110
+ startPoint: startPoint,
111
+ curveTension: curveTension
111
112
  });
112
113
  return lastSeg = data, data;
113
114
  })).filter((item => !!item)), "linearClosed" === curveType) {
@@ -124,7 +125,9 @@ let DefaultCanvasLineRender = class extends BaseRender {
124
125
  }
125
126
  } else {
126
127
  if (!points || !points.length) return line.cache = null, void line.clearUpdateShapeTag();
127
- line.cache = calcLineCache(_points, curveType);
128
+ line.cache = calcLineCache(_points, curveType, {
129
+ curveTension: curveTension
130
+ });
128
131
  }
129
132
  line.clearUpdateShapeTag();
130
133
  }
@@ -1 +1 @@
1
- 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type { IPointLike } from '@visactor/vutils';\nimport { min, isArray } from '@visactor/vutils';\nimport { injectable } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n ILine,\n ILineGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IClipRangeByDimensionType,\n ISegPath2D,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { LINE_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRender } from './base-render';\nimport { drawSegments } from '../../../common/render-curve';\nimport { calcLineCache } from '../../../common/segment';\n\n/**\n * 默认的基于canvas的line渲染器\n * 单例\n */\n@injectable()\nexport class DefaultCanvasLineRender extends BaseRender<ILine> implements IGraphicRender {\n type: 'line';\n numberType: number = LINE_NUMBER_TYPE;\n declare z: number;\n\n draw(line: ILine, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const lineAttribute = getTheme(line, params?.theme).line;\n this._draw(line, lineAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: ISegPath2D,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n attribute: Partial<ILineGraphicAttribute>,\n defaultAttribute: Required<ILineGraphicAttribute> | Partial<ILineGraphicAttribute>[],\n clipRange: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n offsetX: number,\n offsetY: number,\n line: ILine,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n if (!cache) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z\n });\n\n // 如果是一根线,且是Closed,并且没有defined为false的点,需要close\n if (\n line.cache &&\n !isArray(line.cache) &&\n line.cache.curves.every(c => c.defined) &&\n line.attribute.curveType &&\n line.attribute.curveType.includes('Closed')\n ) {\n context.closePath();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(line, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n const ret: boolean = false;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.stroke();\n }\n }\n\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n if (connectedType !== 'none') {\n context.beginPath();\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z,\n drawConnect: true,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n const da = [];\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da);\n context.stroke();\n }\n }\n }\n return !!ret;\n }\n\n // 高性能绘制linear line,不用拆分\n drawLinearLineHighPerformance(\n line: ILine,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n lineAttribute: Required<ILineGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n context.beginPath();\n\n const z = this.z ?? 0;\n const { points } = line.attribute;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(line, line.attribute, lineAttribute);\n\n const { x: originX = 0, x: originY = 0 } = line.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, line.attribute, lineAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, line.attribute, originX - offsetX, originY - offsetY, lineAttribute);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, line.attribute, lineAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, line.attribute, originX - offsetX, originY - offsetY, lineAttribute);\n context.stroke();\n }\n }\n }\n\n drawShape(\n line: ILine,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const lineAttribute = graphicService.themeService.getCurrentTheme().lineAttribute;\n const lineAttribute = getTheme(line, params?.theme).line;\n\n const {\n fill = lineAttribute.fill,\n stroke = lineAttribute.stroke,\n fillOpacity = lineAttribute.fillOpacity,\n strokeOpacity = lineAttribute.strokeOpacity,\n segments,\n points,\n closePath\n } = line.attribute;\n\n const data = this.valid(line, lineAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n\n let { curveType = lineAttribute.curveType } = line.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n const { clipRange = lineAttribute.clipRange, clipRangeByDimension = lineAttribute.clipRangeByDimension } =\n line.attribute;\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearLineHighPerformance(\n line,\n context,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n lineAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n // const { fVisible, sVisible, doFill, doStroke } = data;\n\n // 更新cache\n if (line.shouldUpdateShape()) {\n const { points, segments } = line.attribute;\n\n const _points = points;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastSeg: { endX: number; endY: number; curves: Array<{ defined: boolean }> };\n line.cache = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] &&\n (lastSeg = {\n endX: seg.points[0].x,\n endY: seg.points[0].y,\n curves: [{ defined: seg.points[0].defined !== false }]\n });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = {\n x: lastSeg.endX,\n y: lastSeg.endY,\n defined: lastSeg.curves[lastSeg.curves.length - 1].defined\n };\n } else if (index > 1) {\n startPoint.x = lastSeg.endX;\n startPoint.y = lastSeg.endY;\n startPoint.defined = lastSeg.curves[lastSeg.curves.length - 1].defined;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint\n });\n lastSeg = data;\n return data;\n })\n .filter(item => !!item);\n\n // 如果lineClosed,那就绘制到第一个点\n if (curveType === 'linearClosed') {\n let startP: IPointLike;\n for (let i = 0; i < line.cache.length; i++) {\n const cacheItem = line.cache[i];\n for (let i = 0; i < cacheItem.curves.length; i++) {\n if (cacheItem.curves[i].defined) {\n startP = cacheItem.curves[i].p0;\n break;\n }\n }\n if (startP) {\n break;\n }\n }\n line.cache[line.cache.length - 1] && line.cache[line.cache.length - 1].lineTo(startP.x, startP.y, true);\n }\n } else if (points && points.length) {\n line.cache = calcLineCache(_points, curveType);\n } else {\n line.cache = null;\n line.clearUpdateShapeTag();\n return;\n }\n line.clearUpdateShapeTag();\n }\n\n if (Array.isArray(line.cache)) {\n const segments = line.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n segments[index],\n [lineAttribute, line.attribute],\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = line.cache.reduce((l, c) => l + c.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n segments[index],\n [lineAttribute, line.attribute],\n min(_cr, 1),\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n line.cache as ISegPath2D,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute,\n lineAttribute,\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n }\n}\n"]}
1
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type { IPointLike } from '@visactor/vutils';\nimport { min, isArray } from '@visactor/vutils';\nimport { injectable } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n ILine,\n ILineGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IClipRangeByDimensionType,\n ISegPath2D,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { LINE_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRender } from './base-render';\nimport { drawSegments } from '../../../common/render-curve';\nimport { calcLineCache } from '../../../common/segment';\n\n/**\n * 默认的基于canvas的line渲染器\n * 单例\n */\n@injectable()\nexport class DefaultCanvasLineRender extends BaseRender<ILine> implements IGraphicRender {\n type: 'line';\n numberType: number = LINE_NUMBER_TYPE;\n declare z: number;\n\n draw(line: ILine, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const lineAttribute = getTheme(line, params?.theme).line;\n this._draw(line, lineAttribute, false, drawContext, params);\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: ISegPath2D,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n attribute: Partial<ILineGraphicAttribute>,\n defaultAttribute: Required<ILineGraphicAttribute> | Partial<ILineGraphicAttribute>[],\n clipRange: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n offsetX: number,\n offsetY: number,\n line: ILine,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n if (!cache) {\n return;\n }\n context.beginPath();\n\n const z = this.z ?? 0;\n\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z\n });\n\n // 如果是一根线,且是Closed,并且没有defined为false的点,需要close\n if (\n line.cache &&\n !isArray(line.cache) &&\n line.cache.curves.every(c => c.defined) &&\n line.attribute.curveType &&\n line.attribute.curveType.includes('Closed')\n ) {\n context.closePath();\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(line, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n const ret: boolean = false;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.stroke();\n }\n }\n\n // 绘制connect区域\n let { connectedType, connectedX, connectedY, connectedStyle } = attribute;\n if (isArray(defaultAttribute)) {\n connectedType = connectedType ?? defaultAttribute[0].connectedType ?? defaultAttribute[1].connectedType;\n connectedX = connectedX ?? defaultAttribute[0].connectedX ?? defaultAttribute[1].connectedX;\n connectedY = connectedY ?? defaultAttribute[0].connectedY ?? defaultAttribute[1].connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute[0].connectedStyle ?? defaultAttribute[1].connectedStyle;\n } else {\n connectedType = connectedType ?? defaultAttribute.connectedType;\n connectedX = connectedX ?? defaultAttribute.connectedX;\n connectedY = connectedY ?? defaultAttribute.connectedY;\n connectedStyle = connectedStyle ?? defaultAttribute.connectedStyle;\n }\n // 如果有非法值就是none\n if (connectedType !== 'connect' && connectedType !== 'zero') {\n connectedType = 'none';\n }\n if (connectedType !== 'none') {\n context.beginPath();\n drawSegments(context.camera ? context : context.nativeContext, cache, clipRange, clipRangeByDimension, {\n offsetX,\n offsetY,\n offsetZ: z,\n drawConnect: true,\n mode: connectedType,\n zeroX: connectedX,\n zeroY: connectedY\n });\n\n const da = [];\n if (isArray(defaultAttribute)) {\n defaultAttribute.forEach(i => da.push(i));\n } else {\n da.push(defaultAttribute);\n }\n da.push(attribute);\n\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, attribute, defaultAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, connectedStyle, originX - offsetX, originY - offsetY, da);\n context.stroke();\n }\n }\n }\n return !!ret;\n }\n\n // 高性能绘制linear line,不用拆分\n drawLinearLineHighPerformance(\n line: ILine,\n context: IContext2d,\n fill: boolean,\n stroke: boolean,\n fillOpacity: number,\n strokeOpacity: number,\n offsetX: number,\n offsetY: number,\n lineAttribute: Required<ILineGraphicAttribute>,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n context.beginPath();\n\n const z = this.z ?? 0;\n const { points } = line.attribute;\n const startP = points[0];\n\n context.moveTo(startP.x + offsetX, startP.y + offsetY, z);\n for (let i = 1; i < points.length; i++) {\n const p = points[i];\n context.lineTo(p.x + offsetX, p.y + offsetY, z);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(line, line.attribute, lineAttribute);\n\n const { x: originX = 0, x: originY = 0 } = line.attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, line.attribute, lineAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(line, line.attribute, originX - offsetX, originY - offsetY, lineAttribute);\n context.fill();\n }\n }\n if (stroke !== false) {\n if (strokeCb) {\n strokeCb(context, line.attribute, lineAttribute);\n } else if (strokeOpacity) {\n context.setStrokeStyle(line, line.attribute, originX - offsetX, originY - offsetY, lineAttribute);\n context.stroke();\n }\n }\n }\n\n drawShape(\n line: ILine,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const lineAttribute = graphicService.themeService.getCurrentTheme().lineAttribute;\n const lineAttribute = getTheme(line, params?.theme).line;\n\n const {\n fill = lineAttribute.fill,\n stroke = lineAttribute.stroke,\n fillOpacity = lineAttribute.fillOpacity,\n strokeOpacity = lineAttribute.strokeOpacity,\n segments,\n points,\n closePath,\n curveTension = lineAttribute.curveTension\n } = line.attribute;\n\n const data = this.valid(line, lineAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n\n let { curveType = lineAttribute.curveType } = line.attribute;\n if (closePath && curveType === 'linear') {\n curveType = 'linearClosed';\n }\n\n const { clipRange = lineAttribute.clipRange, clipRangeByDimension = lineAttribute.clipRangeByDimension } =\n line.attribute;\n\n if (clipRange === 1 && !segments && !points.some(p => p.defined === false) && curveType === 'linear') {\n return this.drawLinearLineHighPerformance(\n line,\n context,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n x,\n y,\n lineAttribute,\n drawContext,\n params,\n fillCb,\n strokeCb\n );\n }\n // const { fVisible, sVisible, doFill, doStroke } = data;\n\n // 更新cache\n if (line.shouldUpdateShape()) {\n const { points, segments } = line.attribute;\n\n const _points = points;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastSeg: { endX: number; endY: number; curves: Array<{ defined: boolean }> };\n line.cache = segments\n .map((seg, index) => {\n if (seg.points.length <= 1) {\n // 第一个点的话,直接设置lastTopSeg\n if (index === 0) {\n seg.points[0] &&\n (lastSeg = {\n endX: seg.points[0].x,\n endY: seg.points[0].y,\n curves: [{ defined: seg.points[0].defined !== false }]\n });\n return null;\n }\n }\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = {\n x: lastSeg.endX,\n y: lastSeg.endY,\n defined: lastSeg.curves[lastSeg.curves.length - 1].defined\n };\n } else if (index > 1) {\n startPoint.x = lastSeg.endX;\n startPoint.y = lastSeg.endY;\n startPoint.defined = lastSeg.curves[lastSeg.curves.length - 1].defined;\n }\n const data = calcLineCache(seg.points, curveType, {\n startPoint,\n curveTension\n });\n lastSeg = data;\n return data;\n })\n .filter(item => !!item);\n\n // 如果lineClosed,那就绘制到第一个点\n if (curveType === 'linearClosed') {\n let startP: IPointLike;\n for (let i = 0; i < line.cache.length; i++) {\n const cacheItem = line.cache[i];\n for (let i = 0; i < cacheItem.curves.length; i++) {\n if (cacheItem.curves[i].defined) {\n startP = cacheItem.curves[i].p0;\n break;\n }\n }\n if (startP) {\n break;\n }\n }\n line.cache[line.cache.length - 1] && line.cache[line.cache.length - 1].lineTo(startP.x, startP.y, true);\n }\n } else if (points && points.length) {\n line.cache = calcLineCache(_points, curveType, { curveTension });\n } else {\n line.cache = null;\n line.clearUpdateShapeTag();\n return;\n }\n line.clearUpdateShapeTag();\n }\n\n if (Array.isArray(line.cache)) {\n const segments = line.attribute.segments.filter(item => item.points.length);\n // 如果第一个seg只有一个点,那么shift出去\n if (segments[0].points.length === 1) {\n segments.shift();\n }\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n segments[index],\n [lineAttribute, line.attribute],\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = line.cache.reduce((l, c) => l + c.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n line.cache.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n segments[index],\n [lineAttribute, line.attribute],\n min(_cr, 1),\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n line.cache as ISegPath2D,\n !!fill,\n !!stroke,\n fillOpacity,\n strokeOpacity,\n line.attribute,\n lineAttribute,\n clipRange,\n clipRangeByDimension,\n x,\n y,\n line,\n fillCb,\n strokeCb\n );\n }\n }\n}\n"]}
@@ -45,7 +45,7 @@ let DefaultCanvasSymbolRender = class extends BaseRender {
45
45
  if (symbol._parsedPath.svgCache) {
46
46
  const obj = Object.assign({}, a);
47
47
  obj.fill = null !== (_a = a.fill) && void 0 !== _a ? _a : symbol.attribute.fill,
48
- obj.opacity = null !== (_b = a.fill) && void 0 !== _b ? _b : symbol.attribute.opacity,
48
+ obj.opacity = null !== (_b = a.opacity) && void 0 !== _b ? _b : symbol.attribute.opacity,
49
49
  obj.fillOpacity = symbol.attribute.fillOpacity, obj.stroke = null !== (_c = a.stroke) && void 0 !== _c ? _c : symbol.attribute.stroke,
50
50
  a = obj;
51
51
  }
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from '../../../common/inversify-lite';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n ICustomPath2D\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { isArray } from '@visactor/vutils';\nimport {\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolRenderContribution,\n defaultSymbolTextureRenderContribution\n} from './contributions';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultSymbolRenderContribution,\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolTextureRenderContribution\n ];\n this.init(symbolRenderContribitions);\n }\n\n drawShape(\n symbol: ISymbol,\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 symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n const data = this.valid(symbol, symbolAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n\n const callback = (p: ICustomPath2D, a: any) => {\n // 如果是svg的话,合并一下fill和stroke\n if (symbol._parsedPath.svgCache) {\n const obj = Object.assign({}, a);\n obj.fill = a.fill ?? symbol.attribute.fill;\n obj.opacity = a.fill ?? symbol.attribute.opacity;\n obj.fillOpacity = symbol.attribute.fillOpacity;\n obj.stroke = a.stroke ?? symbol.attribute.stroke;\n a = obj;\n }\n if (a.fill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setCommonStyle(symbol, a, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (a.stroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute);\n context.stroke();\n }\n }\n };\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (\n parsedPath.draw(\n context,\n isArray(size) ? [size[0] * scaleX, size[1] * scaleY] : size * scaleX,\n p.x,\n p.y,\n undefined,\n callback\n ) === false\n ) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z, callback) === false) {\n context.closePath();\n }\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(symbol, symbol.attribute, symbolAttribute);\n\n this.beforeRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // svg就不用fill和stroke了\n if (doFill && !parsedPath.isSvg) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke && !parsedPath.isSvg) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this.afterRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n this._draw(symbol, symbolAttribute, false, drawContext, params);\n }\n}\n"]}
1
+ 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{ inject, injectable, named } from '../../../common/inversify-lite';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n ICustomPath2D\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { isArray } from '@visactor/vutils';\nimport {\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolRenderContribution,\n defaultSymbolTextureRenderContribution\n} from './contributions';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultSymbolRenderContribution,\n defaultSymbolBackgroundRenderContribution,\n defaultSymbolTextureRenderContribution\n ];\n this.init(symbolRenderContribitions);\n }\n\n drawShape(\n symbol: ISymbol,\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 symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n const data = this.valid(symbol, symbolAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n\n const callback = (p: ICustomPath2D, a: any) => {\n // 如果是svg的话,合并一下fill和stroke\n if (symbol._parsedPath.svgCache) {\n const obj = Object.assign({}, a);\n obj.fill = a.fill ?? symbol.attribute.fill;\n obj.opacity = a.opacity ?? symbol.attribute.opacity;\n obj.fillOpacity = symbol.attribute.fillOpacity;\n obj.stroke = a.stroke ?? symbol.attribute.stroke;\n a = obj;\n }\n if (a.fill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setCommonStyle(symbol, a, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (a.stroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else {\n context.setStrokeStyle(symbol, a, (originX - x) / scaleX, (originY - y) / scaleY, symbolAttribute);\n context.stroke();\n }\n }\n };\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (\n parsedPath.draw(\n context,\n isArray(size) ? [size[0] * scaleX, size[1] * scaleY] : size * scaleX,\n p.x,\n p.y,\n undefined,\n callback\n ) === false\n ) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z, callback) === false) {\n context.closePath();\n }\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(symbol, symbol.attribute, symbolAttribute);\n\n this.beforeRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // svg就不用fill和stroke了\n if (doFill && !parsedPath.isSvg) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke && !parsedPath.isSvg) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this.afterRenderStep(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n this._draw(symbol, symbolAttribute, false, drawContext, params);\n }\n}\n"]}