@visactor/vrender-core 0.20.22 → 0.20.23
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/common/render-area.d.ts +0 -4
- package/cjs/common/render-area.js +16 -76
- package/cjs/common/render-area.js.map +1 -1
- package/cjs/common/render-curve.d.ts +1 -1
- package/cjs/common/render-curve.js.map +1 -1
- package/cjs/common/segment/step.js +1 -1
- package/cjs/common/segment/step.js.map +1 -1
- package/cjs/graphic/line.js +2 -2
- package/cjs/graphic/line.js.map +1 -1
- package/cjs/interface/graphic.d.ts +1 -1
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/render/contributions/render/area-render.d.ts +1 -1
- package/cjs/render/contributions/render/area-render.js +16 -36
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/line-render.js +9 -31
- package/cjs/render/contributions/render/line-render.js.map +1 -1
- package/dist/index.es.js +84 -312
- package/es/common/render-area.d.ts +0 -4
- package/es/common/render-area.js +16 -76
- package/es/common/render-area.js.map +1 -1
- package/es/common/render-curve.d.ts +1 -1
- package/es/common/render-curve.js.map +1 -1
- package/es/common/segment/step.js +1 -1
- package/es/common/segment/step.js.map +1 -1
- package/es/graphic/line.js +2 -2
- package/es/graphic/line.js.map +1 -1
- package/es/interface/graphic.d.ts +1 -1
- package/es/interface/graphic.js.map +1 -1
- package/es/render/contributions/render/area-render.d.ts +1 -1
- package/es/render/contributions/render/area-render.js +16 -36
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/line-render.js +9 -31
- package/es/render/contributions/render/line-render.js.map +1 -1
- package/package.json +3 -3
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@@ -8,44 +8,18 @@ const vutils_1 = require("@visactor/vutils"), enums_1 = require("./enums"), cubi
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function drawAreaSegments(path, segPath, percent, params) {
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var _a;
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const {drawConnect: drawConnect = !1, mode: mode = "none"} = params || {};
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if (drawConnect && "none" === mode) return;
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const {top: top, bottom: bottom} = segPath;
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if (top.curves.length !== bottom.curves.length) return;
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if (percent >= 1) {
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const topList = [], bottomList = [];
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let lastDefined = !0;
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let currentTopCurve = curve, currentBottomCurve = bototmCurve;
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if (curve.originP1 === curve.originP2) return lastCurve = curve, void (lastBottomCurve = bototmCurve);
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if (lastCurve && lastCurve.originP1 === lastCurve.originP2 && (currentTopCurve = lastCurve,
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currentBottomCurve = lastBottomCurve), curve.defined) defined0 || (topList.push(currentTopCurve),
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bottomList.push(currentBottomCurve), drawAreaConnectBlock(path, topList, bottomList, params),
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topList.length = 0, bottomList.length = 0, defined0 = !defined0); else {
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const {originP1: originP1, originP2: originP2} = curve;
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let validTopCurve, validBottomCurve;
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originP1 && !1 !== originP1.defined ? (validTopCurve = currentTopCurve, validBottomCurve = currentBottomCurve) : originP1 && !1 !== originP2.defined && (validTopCurve = curve,
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validBottomCurve = bototmCurve), defined0 ? (defined0 = !defined0, topList.push(validTopCurve || curve),
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bottomList.push(validBottomCurve || bototmCurve)) : validTopCurve && (defined0 = !defined0,
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topList.push(validTopCurve || curve), bottomList.push(validBottomCurve || bototmCurve),
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drawAreaConnectBlock(path, topList, bottomList, params), topList.length = 0, bottomList.length = 0);
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}
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lastCurve = curve;
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})), drawAreaConnectBlock(path, topList, bottomList, params);
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} else {
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for (let i = 0, n = top.curves.length; i < n; i++) {
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const topCurve = top.curves[i];
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lastDefined !== topCurve.defined ? (lastDefined ? (drawAreaBlock(path, topList, bottomList, params),
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topList.length = 0, bottomList.length = 0) : (topList.push(topCurve), bottomList.push(bottom.curves[n - i - 1])),
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lastDefined = !lastDefined) : lastDefined && (topList.push(topCurve), bottomList.push(bottom.curves[n - i - 1]));
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}
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drawAreaBlock(path, topList, bottomList, params);
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for (let i = 0, n = top.curves.length; i < n; i++) {
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const topCurve = top.curves[i];
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lastDefined !== topCurve.defined ? (lastDefined ? (drawAreaBlock(path, topList, bottomList, params),
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topList.length = 0, bottomList.length = 0) : (topList.push(topCurve), bottomList.push(bottom.curves[n - i - 1])),
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lastDefined = !lastDefined) : lastDefined && (topList.push(topCurve), bottomList.push(bottom.curves[n - i - 1]));
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}
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return;
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return void drawAreaBlock(path, topList, bottomList, params);
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}
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if (percent <= 0) return;
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let {direction: direction} = params || {};
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@@ -56,54 +30,20 @@ function drawAreaSegments(path, segPath, percent, params) {
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const totalDrawLength = percent * (direction === enums_1.Direction.ROW ? xTotalLength : yTotalLength);
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let drawedLengthUntilLast = 0, lastDefined = !0;
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const topList = [], bottomList = [];
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let lastTopCurve, lastBottomCurve, defined0 = !0;
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for (let i = 0, n = top.curves.length; i < n; i++) {
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const topCurve = top.curves[i], curCurveLength = topCurve.getLength(direction), percent = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;
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if (percent < 0) break;
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bottomList.push(currentBottomCurve), drawAreaConnectBlock(path, topList, bottomList, params),
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topList.length = 0, bottomList.length = 0, defined0 = !defined0); else {
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const {originP1: originP1, originP2: originP2} = topCurve;
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let validTopCurve, validBottomCurve;
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originP1 && !1 !== originP1.defined ? (validTopCurve = currentTopCurve, validBottomCurve = currentBottomCurve) : originP1 && !1 !== originP2.defined && (validTopCurve = topCurve,
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validBottomCurve = bototmCurve), defined0 ? (defined0 = !defined0, topList.push(validTopCurve || topCurve),
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bottomList.push(validBottomCurve || bototmCurve)) : validTopCurve && (defined0 = !defined0,
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topList.push(validTopCurve || topCurve), bottomList.push(validBottomCurve || bototmCurve),
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drawAreaConnectBlock(path, topList, bottomList, params), topList.length = 0, bottomList.length = 0);
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}
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lastTopCurve = topCurve;
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} else {
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let tc = null, bc = null;
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lastDefined !== topCurve.defined ? (lastDefined ? (drawAreaBlock(path, topList, bottomList, params),
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topList.length = 0, bottomList.length = 0) : (tc = topCurve, bc = bottom.curves[n - i - 1]),
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lastDefined = !lastDefined) : lastDefined && (tc = topCurve, bc = bottom.curves[n - i - 1]),
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tc && bc && (percent < 1 && (tc = tc.p2 && tc.p3 ? (0, cubic_bezier_1.divideCubic)(tc, percent)[0] : (0,
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line_1.divideLinear)(tc, percent)[0], bc = bc.p2 && bc.p3 ? (0, cubic_bezier_1.divideCubic)(bc, 1 - percent)[1] : (0,
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line_1.divideLinear)(bc, 1 - percent)[1]), tc.defined = lastDefined, bc.defined = lastDefined,
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topList.push(tc), bottomList.push(bc)), tc = null, bc = null;
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}
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drawedLengthUntilLast += curCurveLength;
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let tc = null, bc = null;
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lastDefined !== topCurve.defined ? (lastDefined ? (drawAreaBlock(path, topList, bottomList, params),
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topList.length = 0, bottomList.length = 0) : (tc = topCurve, bc = bottom.curves[n - i - 1]),
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lastDefined = !lastDefined) : lastDefined && (tc = topCurve, bc = bottom.curves[n - i - 1]),
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tc && bc && (percent < 1 && (tc = tc.p2 && tc.p3 ? (0, cubic_bezier_1.divideCubic)(tc, percent)[0] : (0,
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line_1.divideLinear)(tc, percent)[0], bc = bc.p2 && bc.p3 ? (0, cubic_bezier_1.divideCubic)(bc, 1 - percent)[1] : (0,
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line_1.divideLinear)(bc, 1 - percent)[1]), tc.defined = lastDefined, bc.defined = lastDefined,
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topList.push(tc), bottomList.push(bc)), tc = null, bc = null;
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}
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}
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function drawAreaConnectBlock(path, topList, bottomList, params) {
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if (topList.length < 2) return;
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const {offsetX: offsetX = 0, offsetY: offsetY = 0, offsetZ: offsetZ = 0, mode: mode} = params || {};
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let curve = topList[0];
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path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ), curve = topList[topList.length - 1];
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let end = curve.p3 || curve.p1;
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path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ), curve = bottomList[bottomList.length - 1],
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path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ), curve = bottomList[0],
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end = curve.p3 || curve.p1, path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ),
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path.closePath();
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drawAreaBlock(path, topList, bottomList, params);
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}
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function drawAreaBlock(path, topList, bottomList, params) {
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"file":"render-area.js","sourcesContent":["import type { IPoint } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport type { IAreaCacheItem, ICubicBezierCurve, ICurve, IDirection, ILineCurve, IPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\nimport { divideLinear } from './segment/curve/line';\nimport { drawSegItem } from './render-utils';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawAreaSegments(\n path: IPath2D,\n segPath: IAreaCacheItem,\n percent: number,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n direction?: IDirection;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { drawConnect = false, mode = 'none' } = params || {};\n if (drawConnect && mode === 'none') {\n return;\n }\n // let needMoveTo: boolean = true;\n const { top, bottom } = segPath;\n // 如果top和bottom的curves数量不同,那么就跳过\n if (top.curves.length !== bottom.curves.length) {\n return;\n }\n if (percent >= 1) {\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let lastDefined: boolean = true;\n if (drawConnect) {\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n const n = top.curves.length;\n top.curves.forEach((curve, i) => {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = curve;\n let currentBottomCurve = bototmCurve;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n lastBottomCurve = bototmCurve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n currentTopCurve = lastCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = curve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastCurve = curve;\n });\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n }\n }\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let { direction } = params || {};\n const { curves: topCurves } = top;\n const endP = topCurves[topCurves.length - 1].p3 ?? topCurves[topCurves.length - 1].p1;\n const xTotalLength = abs(endP.x - topCurves[0].p0.x);\n const yTotalLength = abs(endP.y - topCurves[0].p0.y);\n direction = direction ?? (xTotalLength > yTotalLength ? Direction.ROW : Direction.COLUMN);\n if (!Number.isFinite(xTotalLength)) {\n direction = Direction.COLUMN;\n }\n if (!Number.isFinite(yTotalLength)) {\n direction = Direction.ROW;\n }\n\n // x和y必须始终保持同方向\n // 整个线段的总长度(基于水平、垂直方向)\n const totalLength: number = direction === Direction.ROW ? xTotalLength : yTotalLength;\n\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let lastDefined: boolean = true;\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let defined0 = true;\n let lastTopCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n const curCurveLength = topCurve.getLength(direction);\n const percent = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n if (percent < 0) {\n break;\n }\n drawedLengthUntilLast += curCurveLength;\n\n if (drawConnect) {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = topCurve;\n let currentBottomCurve = bototmCurve;\n if (topCurve.originP1 === topCurve.originP2) {\n lastTopCurve = topCurve;\n lastBottomCurve = bototmCurve;\n continue;\n }\n if (lastTopCurve && lastTopCurve.originP1 === lastTopCurve.originP2) {\n currentTopCurve = lastTopCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (topCurve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = topCurve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = topCurve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || topCurve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || topCurve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastTopCurve = topCurve;\n // drawAreaBlock(path, topList, bottomList, params);\n } else {\n let tc: ICurve<IPoint> | null = null;\n let bc: ICurve<IPoint> | null = null;\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n }\n\n if (tc && bc) {\n if (percent < 1) {\n if (tc.p2 && tc.p3) {\n tc = divideCubic(tc as ICubicBezierCurve, percent)[0];\n } else {\n tc = divideLinear(tc as ILineCurve, percent)[0];\n }\n if (bc.p2 && bc.p3) {\n bc = divideCubic(bc as ICubicBezierCurve, 1 - percent)[1];\n } else {\n bc = divideLinear(bc as ILineCurve, 1 - percent)[1];\n }\n }\n tc.defined = lastDefined;\n bc.defined = lastDefined;\n topList.push(tc);\n bottomList.push(bc);\n }\n\n tc = null;\n bc = null;\n }\n }\n\n if (drawConnect) {\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n // const totalLength = segPath.tryUpdateLength();\n\n // // 直到上次绘制的长度\n // let drawedLengthUntilLast = 0;\n // for (let i = 0, n = curves.length; i < n; i++) {\n // const curve = curves[i];\n // const curCurveLength = curve.getLength();\n // const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n // drawedLengthUntilLast += curCurveLength;\n // if (_p < 0) {\n // break;\n // }\n\n // // 跳过这个点\n // if (!curve.defined()) {\n // needMoveTo = true;\n // continue;\n // }\n // if (needMoveTo) {\n // path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY);\n // }\n // drawSegItem(path, curve, min(_p, 1), params);\n // needMoveTo = false;\n // }\n}\n\nfunction drawAreaConnectBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n if (topList.length < 2) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode } = params || {};\n let curve = topList[0];\n // mode不支持zero\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = topList[topList.length - 1];\n let end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n curve = bottomList[bottomList.length - 1];\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = bottomList[0];\n end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n path.closePath();\n}\n\nfunction drawAreaBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n let needMoveTo = true;\n topList.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n needMoveTo = true;\n for (let i = bottomList.length - 1; i >= 0; i--) {\n const curve = bottomList[i];\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n // bottom需要直接line绘制\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n }\n path.closePath();\n}\n"]}
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type { IPoint } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport type { IAreaCacheItem, ICubicBezierCurve, ICurve, IDirection, ILineCurve, IPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\nimport { divideLinear } from './segment/curve/line';\nimport { drawSegItem } from './render-utils';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawAreaSegments(\n path: IPath2D,\n segPath: IAreaCacheItem,\n percent: number,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n direction?: IDirection;\n }\n) {\n // let needMoveTo: boolean = true;\n const { top, bottom } = segPath;\n // 如果top和bottom的curves数量不同,那么就跳过\n if (top.curves.length !== bottom.curves.length) {\n return;\n }\n if (percent >= 1) {\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let lastDefined: boolean = true;\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n }\n }\n drawAreaBlock(path, topList, bottomList, params);\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let { direction } = params || {};\n const { curves: topCurves } = top;\n const endP = topCurves[topCurves.length - 1].p3 ?? topCurves[topCurves.length - 1].p1;\n const xTotalLength = abs(endP.x - topCurves[0].p0.x);\n const yTotalLength = abs(endP.y - topCurves[0].p0.y);\n direction 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { min } from '@visactor/vutils';\nimport type {\n IAreaSegment,\n IClipRangeByDimensionType,\n ICurve,\n IDirection,\n IPath2D,\n ISegment,\n ISegPath2D\n} from '../interface';\nimport { Direction } from './enums';\nimport { drawSegItem } from './render-utils';\n\nfunction drawEachCurve(\n path: IPath2D,\n curve: ICurve<IPoint>,\n lastCurve: ICurve<IPoint>,\n defined0: boolean,\n offsetX: number,\n offsetY: number,\n offsetZ: number\n) {\n let p0 = curve.p0;\n let newDefined0 = defined0;\n\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n newDefined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n // 只能第一个curve才可以用p0作为合法点,后面的curve都不应该算p1,因为已经算在前面了\n // lastCurve只在第一个curve不存在\n if (originP1 && originP1.defined !== false && !lastCurve) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n newDefined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n newDefined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n return newDefined0;\n}\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawSegments(\n path: IPath2D,\n segPath: ISegPath2D,\n percent: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode = 'none', drawConnect = false } = params || {};\n // none的connect不需要draw\n if (drawConnect && mode === 'none') {\n return;\n }\n if (!segPath) {\n return;\n }\n let needMoveTo: boolean = true;\n const { curves } = segPath;\n if (percent >= 1) {\n if (drawConnect) {\n // return;\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n curves.forEach((curve, i) => {\n // step的逻辑\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n return;\n }\n defined0 = drawEachCurve(path, curve, lastCurve, defined0, offsetX, offsetY, offsetZ);\n\n lastCurve = curve;\n });\n } else {\n curves.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let direction: IDirection | undefined;\n\n if (clipRangeByDimension === 'x') {\n direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n direction = segPath.direction;\n }\n\n // 整个线段的总长度\n const totalLength = segPath.tryUpdateLength(direction);\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let defined0 = true;\n let lastCurve: ICurve<IPoint> = null;\n for (let i = 0, n = curves.length; i < n; i++) {\n const curve = curves[i];\n const curCurveLength = curve.getLength(direction);\n const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n drawedLengthUntilLast += curCurveLength;\n if (_p < 0) {\n break;\n }\n\n if (drawConnect) {\n // step的逻辑\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n continue;\n }\n defined0 = drawEachCurve(path, curve, lastCurve, defined0, offsetX, offsetY, offsetZ);\n\n lastCurve = curve;\n } else {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, min(_p, 1), params);\n needMoveTo = false;\n }\n }\n}\n\nexport function drawIncrementalSegments(\n path: IPath2D,\n lastSeg: ISegment,\n segments: ISegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const startP = lastSeg ? lastSeg.points[lastSeg.points.length - 1] : segments.points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n segments.points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n}\n\nexport function drawIncrementalAreaSegments(\n path: IPath2D,\n lastSeg: IAreaSegment,\n segments: IAreaSegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const { points } = segments;\n // 分段\n const definedPointsList: IPointLike[][] = [];\n let lastIdx = 0;\n for (let i = 0; i < points.length; i++) {\n if (points[i].defined === false) {\n if (lastIdx + 1 !== i) {\n definedPointsList.slice(lastIdx, i);\n }\n lastIdx = i;\n }\n }\n definedPointsList.length === 0;\n definedPointsList.push(points);\n definedPointsList.forEach((points, i) => {\n const startP = lastSeg && i === 0 ? lastSeg.points[lastSeg.points.length - 1] : points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n // 绘制上层\n points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n // 绘制下层\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n path.lineTo(p.x1 ?? p.x, p.y1 ?? p.y);\n }\n path.lineTo(startP.x1 ?? startP.x, startP.y1 ?? startP.y);\n path.closePath();\n });\n}\n"]}
|
|
1
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+
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { min } from '@visactor/vutils';\nimport type {\n IAreaSegment,\n IClipRangeByDimensionType,\n ICurve,\n IDirection,\n IPath2D,\n ISegment,\n ISegPath2D\n} from '../interface';\nimport { Direction } from './enums';\nimport { drawSegItem } from './render-utils';\n\nfunction drawEachCurve(\n path: IPath2D,\n curve: ICurve<IPoint>,\n lastCurve: ICurve<IPoint>,\n defined0: boolean,\n offsetX: number,\n offsetY: number,\n offsetZ: number\n) {\n let p0 = curve.p0;\n let newDefined0 = defined0;\n\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n newDefined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n // 只能第一个curve才可以用p0作为合法点,后面的curve都不应该算p1,因为已经算在前面了\n // lastCurve只在第一个curve不存在\n if 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drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode = 'none', drawConnect = false } = params || {};\n // none的connect不需要draw\n if (drawConnect && mode === 'none') {\n return;\n }\n if (!segPath) {\n return;\n }\n let needMoveTo: boolean = true;\n const { curves } = segPath;\n if (percent >= 1) {\n if (drawConnect) {\n // return;\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n curves.forEach((curve, i) => {\n // step的逻辑\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n return;\n }\n defined0 = drawEachCurve(path, curve, lastCurve, defined0, offsetX, offsetY, offsetZ);\n\n lastCurve = curve;\n });\n } else {\n curves.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let direction: IDirection | undefined;\n\n if (clipRangeByDimension === 'x') {\n direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n direction = segPath.direction;\n }\n\n // 整个线段的总长度\n const totalLength = segPath.tryUpdateLength(direction);\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let defined0 = true;\n let lastCurve: ICurve<IPoint> = null;\n for (let i = 0, n = curves.length; i < n; i++) {\n const curve = curves[i];\n const curCurveLength = curve.getLength(direction);\n const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n drawedLengthUntilLast += curCurveLength;\n if (_p < 0) {\n break;\n }\n\n if (drawConnect) {\n // step的逻辑\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n continue;\n }\n defined0 = drawEachCurve(path, curve, lastCurve, defined0, offsetX, offsetY, offsetZ);\n\n lastCurve = curve;\n } else {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, min(_p, 1), params);\n needMoveTo = false;\n }\n }\n}\n\nexport function drawIncrementalSegments(\n path: IPath2D,\n lastSeg: ISegment,\n segments: ISegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const startP = lastSeg ? lastSeg.points[lastSeg.points.length - 1] : segments.points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n segments.points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n}\n\nexport function drawIncrementalAreaSegments(\n path: IPath2D,\n lastSeg: IAreaSegment,\n segments: IAreaSegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const { points } = segments;\n // 分段\n const definedPointsList: IPointLike[][] = [];\n let lastIdx = 0;\n for (let i = 0; i < points.length; i++) {\n if (points[i].defined === false) {\n if (lastIdx + 1 !== i) {\n definedPointsList.slice(lastIdx, i);\n }\n lastIdx = i;\n }\n }\n definedPointsList.length === 0;\n definedPointsList.push(points);\n definedPointsList.forEach((points, i) => {\n const startP = lastSeg && i === 0 ? lastSeg.points[lastSeg.points.length - 1] : points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n // 绘制上层\n points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n // 绘制下层\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n path.lineTo(p.x1 ?? p.x, p.y1 ?? p.y);\n }\n path.lineTo(startP.x1 ?? startP.x, startP.y1 ?? startP.y);\n path.closePath();\n });\n}\n"]}
|
|
@@ -38,7 +38,7 @@ class Step {
|
|
|
38
38
|
if (this._t <= 0) this.context.lineTo(this._x, y, !1 !== this._lastDefined && !1 !== p.defined, this.lastPoint),
|
|
39
39
|
this.context.lineTo(x, y, !1 !== this._lastDefined && !1 !== p.defined, p); else {
|
|
40
40
|
const x1 = this._x * (1 - this._t) + x * this._t;
|
|
41
|
-
this.context.lineTo(x1, this._y, !1 !== this._lastDefined && !1 !== p.defined, this.lastPoint),
|
|
41
|
+
.5 === this._t ? this.context.lineTo(x1, this._y, !1 !== this._lastDefined, this.lastPoint) : this.context.lineTo(x1, this._y, !1 !== this._lastDefined && !1 !== p.defined, this.lastPoint),
|
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42
42
|
this.context.lineTo(x1, y, !1 !== this._lastDefined && !1 !== p.defined, p);
|
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43
43
|
}
|
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44
44
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}
|
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@@ -1 +1 @@
|
|
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1
|
-
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|
|
1
|
+
{"version":3,"sources":["../src/common/segment/step.ts"],"names":[],"mappings":";;;AACA,6CAAuC;AACvC,gDAA4C;AAC5C,qCAA4C;AAC5C,oCAAqC;AAsBrC,MAAa,IAAI;IAQf,YAAY,OAAmB,EAAE,IAAY,GAAG,EAAE,UAAuB;QACvE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IAC/B,CAAC;IAUD,SAAS;QACP,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;IACjB,CAAC;IACD,OAAO;QACL,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC;IACnB,CAAC;IACD,SAAS;QACP,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,GAAG,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IACD,OAAO;QACL,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YACnD,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;SACpF;QACD,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,CAAC,EAAE;YACzD,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;SAC1B;QACD,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE;YACnB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;SACxD;IACH,CAAC;IACD,KAAK,CAAC,CAAa;QACjB,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACd,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAEd,QAAQ,IAAI,CAAC,MAAM,EAAE;YACnB,KAAK,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;gBAChB,IAAI,CAAC,KAAK;oBACR,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC;oBAClF,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACjC,MAAM;YACR,KAAK,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;YAClB,OAAO,CAAC,CAAC;gBACP,IAAI,IAAI,CAAC,EAAE,IAAI,CAAC,EAAE;oBAChB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;oBACpG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC,CAAC;iBAClF;qBAAM;oBACL,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;oBACjD,IAAI,IAAI,CAAC,EAAE,KAAK,GAAG,EAAE;wBACnB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;qBAC/E;yBAAM;wBACL,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;qBACtG;oBACD,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC,CAAC;iBACnF;gBACD,MAAM;aACP;SACF;QACD,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,OAAO,CAAC;QAC9B,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACrB,CAAC;IAED,eAAe;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;IACxC,CAAC;CACF;AAjFD,oBAiFC;AAED,SAAgB,eAAe,CAAC,MAAoB,EAAE,CAAS,EAAE,SAA4B,EAAE;IAC7F,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,GAAG,MAAM,CAAC;IACzC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;QAC5C,OAAO,IAAI,CAAC;KACb;IACD,MAAM,UAAU,GAAG,IAAI,wBAAU,CAC/B,MAAM,EACN,SAAS,aAAT,SAAS,cAAT,SAAS,GACP,CAAC,IAAA,YAAG,EAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAA,YAAG,EAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9F,CAAC,CAAC,iBAAS,CAAC,GAAG;QACf,CAAC,CAAC,iBAAS,CAAC,MAAM,CAAC,CACxB,CAAC;IACF,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;IAEjD,mBAAmB,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IAElC,OAAO,UAAU,CAAC;AACpB,CAAC;AAjBD,0CAiBC;AAED,SAAgB,mBAAmB,CAAC,IAAoB,EAAE,MAAoB;IAC5E,OAAO,IAAA,yBAAgB,EAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;AAC3C,CAAC;AAFD,kDAEC","file":"step.js","sourcesContent":["import type { IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport { SegContext } from '../seg-context';\nimport { genCurveSegments } from './common';\nimport { Direction } from '../enums';\nimport type { ICurvedSegment, IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape重构\n// https://github.com/d3/d3-shape/blob/main/src/curve/step.js\nexport class Step implements ICurvedSegment {\n declare context: ISegPath2D;\n declare _t: number;\n private _lastDefined?: boolean;\n\n protected startPoint?: IPointLike;\n protected lastPoint?: IPointLike;\n\n constructor(context: ISegPath2D, t: number = 0.5, startPoint?: IPointLike) {\n this.context = context;\n this._t = t;\n this.startPoint = startPoint;\n }\n _x: number;\n _y: number;\n _x0: number;\n _x1: number;\n _y0: number;\n _y1: number;\n _line: number;\n _point: number;\n\n areaStart() {\n this._line = 0;\n }\n areaEnd() {\n this._line = NaN;\n }\n lineStart() {\n this._x = this._y = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n if (0 < this._t && this._t < 1 && this._point === 2) {\n this.context.lineTo(this._x, this._y, this._lastDefined !== false, this.lastPoint);\n }\n if (this._line || (this._line !== 0 && this._point === 1)) {\n this.context.closePath();\n }\n if (this._line >= 0) {\n (this._t = 1 - this._t), (this._line = 1 - this._line);\n }\n }\n point(p: IPointLike): void {\n const x = p.x;\n const y = p.y;\n\n switch (this._point) {\n case 0:\n this._point = 1;\n this._line\n ? this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p)\n : this.context.moveTo(x, y, p);\n break;\n case 1:\n this._point = 2; // falls through\n default: {\n if (this._t <= 0) {\n this.context.lineTo(this._x, y, this._lastDefined !== false && p.defined !== false, this.lastPoint);\n this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p);\n } else {\n const x1 = this._x * (1 - this._t) + x * this._t;\n if (this._t === 0.5) {\n this.context.lineTo(x1, this._y, this._lastDefined !== false, this.lastPoint);\n } else {\n this.context.lineTo(x1, this._y, this._lastDefined !== false && p.defined !== false, this.lastPoint);\n }\n this.context.lineTo(x1, y, this._lastDefined !== false && p.defined !== false, p);\n }\n break;\n }\n }\n this._lastDefined = p.defined;\n (this._x = x), (this._y = y);\n this.lastPoint = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport function genStepSegments(points: IPointLike[], t: number, params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n const segContext = new SegContext(\n 'step',\n direction ??\n (abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y)\n ? Direction.ROW\n : Direction.COLUMN)\n );\n const step = new Step(segContext, t, startPoint);\n\n genStepTypeSegments(step, points);\n\n return segContext;\n}\n\nexport function genStepTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 1);\n}\n"]}
|
package/cjs/graphic/line.js
CHANGED
|
@@ -34,14 +34,14 @@ class Line extends graphic_1.Graphic {
|
|
|
34
34
|
updateLineAABBBoundsByPoints(attribute, lineTheme, aabbBounds, graphic) {
|
|
35
35
|
const {points: points = lineTheme.points, connectedType: connectedType} = attribute, b = aabbBounds;
|
|
36
36
|
return points.forEach((p => {
|
|
37
|
-
!1 === p.defined && "
|
|
37
|
+
!1 === p.defined && "connect" !== connectedType || b.add(p.x, p.y);
|
|
38
38
|
})), b;
|
|
39
39
|
}
|
|
40
40
|
updateLineAABBBoundsBySegments(attribute, lineTheme, aabbBounds, graphic) {
|
|
41
41
|
const {segments: segments = lineTheme.segments, connectedType: connectedType} = attribute, b = aabbBounds;
|
|
42
42
|
return segments.forEach((s => {
|
|
43
43
|
s.points.forEach((p => {
|
|
44
|
-
!1 === p.defined && "
|
|
44
|
+
!1 === p.defined && "connect" !== connectedType || b.add(p.x, p.y);
|
|
45
45
|
}));
|
|
46
46
|
})), b;
|
|
47
47
|
}
|
package/cjs/graphic/line.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
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1
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+
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type { IAABBBounds, IPointLike } from '@visactor/vutils';\nimport type { ILine, ILineGraphicAttribute } from '../interface';\nimport { Graphic, GRAPHIC_UPDATE_TAG_KEY, NOWORK_ANIMATE_ATTR } from './graphic';\nimport { getTheme } from './theme';\nimport { application } from '../application';\nimport { pointsInterpolation } from '../common/utils';\nimport { CustomPath2D } from '../common/custom-path2d';\nimport { LINE_NUMBER_TYPE } from './constants';\n\nconst LINE_UPDATE_TAG_KEY = ['segments', 'points', 'curveType', 'curveTension', ...GRAPHIC_UPDATE_TAG_KEY];\n\nexport class Line extends Graphic<ILineGraphicAttribute> implements ILine {\n type: 'line' = 'line';\n\n constructor(params: ILineGraphicAttribute = {}) {\n super(params);\n this.numberType = LINE_NUMBER_TYPE;\n }\n\n static NOWORK_ANIMATE_ATTR = {\n segments: 1,\n curveType: 1,\n ...NOWORK_ANIMATE_ATTR\n };\n\n isValid(): boolean {\n return super.isValid() && this._isValid();\n }\n private _isValid(): boolean {\n if (this.pathProxy) {\n return true;\n }\n const { points, segments } = this.attribute;\n if (segments) {\n if (segments.length === 0) {\n return false;\n }\n return true;\n } else if (points) {\n if (points.length <= 1) {\n return false;\n }\n return true;\n }\n return false;\n }\n\n protected _interpolate(key: string, ratio: number, lastStepVal: any, nextStepVal: any, nextAttributes: any): void {\n if (key === 'points') {\n (nextAttributes as any).points = pointsInterpolation(lastStepVal, nextStepVal, ratio);\n }\n }\n\n getGraphicTheme(): Required<ILineGraphicAttribute> {\n return getTheme(this).line;\n }\n\n protected updateAABBBounds(\n attribute: ILineGraphicAttribute,\n lineTheme: Required<ILineGraphicAttribute>,\n aabbBounds: IAABBBounds\n ) {\n if (!this.updatePathProxyAABBBounds(aabbBounds)) {\n attribute.segments\n ? this.updateLineAABBBoundsBySegments(attribute, lineTheme, aabbBounds)\n : this.updateLineAABBBoundsByPoints(attribute, lineTheme, aabbBounds);\n }\n\n application.graphicService.updateTempAABBBounds(aabbBounds);\n\n const { lineJoin = lineTheme.lineJoin } = attribute;\n application.graphicService.transformAABBBounds(attribute, aabbBounds, lineTheme, lineJoin === 'miter', this);\n return aabbBounds;\n }\n\n protected updateLineAABBBoundsByPoints(\n attribute: ILineGraphicAttribute,\n lineTheme: Required<ILineGraphicAttribute>,\n aabbBounds: IAABBBounds,\n graphic?: ILine\n ): IAABBBounds {\n const { points = lineTheme.points, connectedType } = attribute;\n const b = aabbBounds;\n points.forEach(p => {\n if (p.defined !== false || connectedType === 'connect') {\n b.add(p.x, p.y);\n }\n });\n return b;\n }\n protected updateLineAABBBoundsBySegments(\n attribute: ILineGraphicAttribute,\n lineTheme: Required<ILineGraphicAttribute>,\n aabbBounds: IAABBBounds,\n graphic?: ILine\n ): IAABBBounds {\n const { segments = lineTheme.segments, connectedType } = attribute;\n const b = aabbBounds;\n segments.forEach(s => {\n s.points.forEach(p => {\n if (p.defined !== false || connectedType === 'connect') {\n b.add(p.x, p.y);\n }\n });\n });\n return b;\n }\n\n protected needUpdateTags(keys: string[]): boolean {\n return super.needUpdateTags(keys, LINE_UPDATE_TAG_KEY);\n }\n protected needUpdateTag(key: string): boolean {\n return super.needUpdateTag(key, LINE_UPDATE_TAG_KEY);\n }\n\n toCustomPath() {\n const attribute = this.attribute;\n const path = new CustomPath2D();\n const segments = attribute.segments;\n\n const parsePoints = (points: IPointLike[]) => {\n if (points && points.length) {\n let isFirst = true;\n points.forEach(point => {\n if (point.defined === false) {\n return;\n }\n if (isFirst) {\n path.moveTo(point.x, point.y);\n } else {\n path.lineTo(point.x, point.y);\n }\n\n isFirst = false;\n });\n }\n };\n\n if (segments && segments.length) {\n segments.forEach(seg => {\n parsePoints(seg.points);\n });\n } else if (attribute.points) {\n parsePoints(attribute.points);\n }\n\n return path;\n }\n\n clone() {\n return new Line({ ...this.attribute });\n }\n\n getNoWorkAnimateAttr(): Record<string, number> {\n return Line.NOWORK_ANIMATE_ATTR;\n }\n}\n\nexport function createLine(attributes: ILineGraphicAttribute): ILine {\n return new Line(attributes);\n}\n\n// addAttributeToPrototype(DefaultLineStyle, Line, PURE_STYLE_KEY);\n"]}
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@@ -70,7 +70,7 @@ export type IStrokeStyle = {
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};
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type TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';
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export type IConnectedStyle = {
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connectedType: 'connect' | '
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connectedType: 'connect' | 'none';
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connectedStyle: {
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stroke: IStrokeStyle['stroke'];
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strokeOpacity: IStrokeStyle['strokeOpacity'];
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@@ -1 +1 @@
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{"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport interface SimpleDomStyleOptions {\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style?:\n | string\n | Record<string, any>\n | ((\n pos: { top: number; left: number; width: number; height: number },\n graphic: IGraphic,\n wrapContainer: HTMLElement\n ) => Record<string, any>); // 容器的样式\n}\n\nexport interface CommonDomOptions {\n id?: string;\n container: string | HTMLElement | null; // id或者dom\n visible?: boolean;\n pointerEvents?: boolean | string;\n anchorType?: 'position' | 'boundsLeftTop' | BoundsAnchorType;\n}\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n forceBoundsWidth: number | (() => number) | undefined;\n forceBoundsHeight: number | (() => number) | undefined;\n opacity: number;\n shadowGraphic?: IGraphic | undefined;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n backgroundCornerRadius: number | number[];\n backgroundOpacity: number;\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n renderStyle?: 'default' | 'rough' | any;\n // HTML的dom或者string\n html:\n | ({\n dom: string | HTMLElement; // dom字符串或者dom\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n react:\n | ({\n element: any; // react场景节点\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n shadowPickMode?: 'full' | 'graphic';\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n // 绘制fill和stroke的顺序,为0表示fill先绘制,1表示stroke先绘制\n fillStrokeOrder: number;\n // @since 0.20.15\n // 保持stroke的scale,默认为false,为true的话stroke显示的宽度会随着scale变化\n keepStrokeScale: boolean;\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n slience?: boolean;\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n\n bindDom?: Map<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n getGraphicTheme: () => T;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
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{"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IMatrix, IPointLike, IPoint, BoundsAnchorType, IOBBBounds } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\nimport type { IPickerService } from './picker';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n /**\n * 连接,取零或者断开\n */\n connectedType: 'connect' | 'none';\n /**\n * 连接线的样式配置\n */\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\ntype IBackgroundType = string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig;\n\nexport interface SimpleDomStyleOptions {\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style?:\n | string\n | Record<string, any>\n | ((\n pos: { top: number; left: number; width: number; height: number },\n graphic: IGraphic,\n wrapContainer: HTMLElement\n ) => Record<string, any>); // 容器的样式\n}\n\nexport interface CommonDomOptions {\n id?: string;\n container: string | HTMLElement | null; // id或者dom\n visible?: boolean;\n pointerEvents?: boolean | string;\n anchorType?: 'position' | 'boundsLeftTop' | BoundsAnchorType;\n}\n\nexport type IGraphicStyle = ILayout &\n IFillStyle &\n IStrokeStyle &\n IPickStyle & {\n forceBoundsWidth: number | (() => number) | undefined;\n forceBoundsHeight: number | (() => number) | undefined;\n opacity: number;\n shadowGraphic?: IGraphic | undefined;\n backgroundMode: 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'; // 填充模式(与具体图元有关)\n backgroundFit: boolean; // 是否正好填充,只在repeat-x或者repeat-y以及no-repeat的时候生效\n backgroundCornerRadius: number | number[];\n backgroundOpacity: number;\n background:\n | IBackgroundType\n | {\n background: IBackgroundType;\n dx?: number;\n dy?: number;\n width?: number;\n height?: number;\n x?: number;\n y?: number;\n }\n | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n renderStyle?: 'default' | 'rough' | any;\n // HTML的dom或者string\n html:\n | ({\n dom: string | HTMLElement; // dom字符串或者dom\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n react:\n | ({\n element: any; // react场景节点\n } & SimpleDomStyleOptions &\n CommonDomOptions)\n | null;\n };\n\nexport type IPickStyle = {\n // 给stroke模式的pick额外加的buffer,用于外界控制stroke区域的pick范围\n pickStrokeBuffer: number;\n};\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 是否支持fill拾取,默认为 true。\n * @experimental\n * @default true\n */\n fillPickable: boolean;\n /**\n * 是否支持stroke拾取,默认为 true。\n * @experimental\n * @default true\n */\n strokePickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否隐藏元素(只是绘制的时候不绘制)\n */\n renderable: boolean;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n shadowPickMode?: 'full' | 'graphic';\n globalZIndex: number;\n globalCompositeOperation: CanvasRenderingContext2D['globalCompositeOperation'] | '';\n // 完全支持滚动 | 完全不支持滚动 | 支持x方向的滚动 | 支持y方向的滚动\n overflow: 'scroll' | 'hidden' | 'scroll-x' | 'scroll-y';\n // 绘制fill和stroke的顺序,为0表示fill先绘制,1表示stroke先绘制\n fillStrokeOrder: number;\n // @since 0.20.15\n // 保持stroke的scale,默认为false,为true的话stroke显示的宽度会随着scale变化\n keepStrokeScale: boolean;\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n skipUpdateCallback?: boolean;\n};\n\nexport type IGraphicAnimateParams = {\n slience?: boolean;\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n attachedThemeGraphic?: IGraphic<any>;\n\n bindDom?: Map<\n string | HTMLElement,\n { container: HTMLElement | string; dom: HTMLElement | any; wrapGroup: HTMLDivElement | any; root?: any }\n >;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode, picker?: IPickerService) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n getGraphicTheme: () => T;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
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@@ -9,5 +9,5 @@ export declare class DefaultCanvasAreaRender extends BaseRender<IArea> implement
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drawShape(area: IArea, context: IContext2d, x: number, y: number, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, fillCb?: (ctx: IContext2d, lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean): void;
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draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams): void;
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protected drawSegmentItem(context: IContext2d, cache: IAreaCacheItem, fill: boolean, fillOpacity: number, stroke: boolean, strokeOpacity: number, attribute: Partial<IAreaGraphicAttribute>, defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[], clipRange: number, offsetX: number, offsetY: number, offsetZ: number, area: IArea, drawContext: IDrawContext, fillCb?: (ctx: IContext2d, lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute | IThemeAttribute[]) => boolean, strokeCb?: (ctx: IContext2d, lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute | IThemeAttribute[]) => boolean): boolean;
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protected _drawSegmentItem(context: IContext2d, cache: IAreaCacheItem, fill: boolean, fillOpacity: number, stroke: boolean, strokeOpacity: number, attribute: Partial<IAreaGraphicAttribute>, defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[], clipRange: number, offsetX: number, offsetY: number, offsetZ: number, area: IArea, drawContext: IDrawContext,
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protected _drawSegmentItem(context: IContext2d, cache: IAreaCacheItem, fill: boolean, fillOpacity: number, stroke: boolean, strokeOpacity: number, attribute: Partial<IAreaGraphicAttribute>, defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[], clipRange: number, offsetX: number, offsetY: number, offsetZ: number, area: IArea, drawContext: IDrawContext, fillCb?: (ctx: IContext2d, lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute | IThemeAttribute[]) => boolean, strokeCb?: (ctx: IContext2d, lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute | IThemeAttribute[]) => boolean): boolean;
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}
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