@visactor/vrender-core 0.20.6-beta.0 → 0.20.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/animate/custom-animate.js +2 -2
- package/cjs/animate/custom-animate.js.map +1 -1
- package/cjs/graphic/arc.js +2 -1
- package/cjs/graphic/arc.js.map +1 -1
- package/cjs/graphic/glyph.js +1 -1
- package/cjs/graphic/glyph.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +7 -1
- package/cjs/graphic/graphic.js +30 -15
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/group.js +1 -0
- package/cjs/graphic/group.js.map +1 -1
- package/cjs/graphic/text.d.ts +3 -1
- package/cjs/graphic/text.js +21 -0
- package/cjs/graphic/text.js.map +1 -1
- package/cjs/interface/graphic.d.ts +2 -1
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/render/contributions/render/draw-interceptor.js +3 -1
- package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
- package/dist/index.es.js +66 -6
- package/es/animate/custom-animate.js +2 -2
- package/es/animate/custom-animate.js.map +1 -1
- package/es/graphic/arc.js +2 -1
- package/es/graphic/arc.js.map +1 -1
- package/es/graphic/glyph.js +1 -1
- package/es/graphic/glyph.js.map +1 -1
- package/es/graphic/graphic.d.ts +7 -1
- package/es/graphic/graphic.js +17 -1
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/group.js +1 -0
- package/es/graphic/group.js.map +1 -1
- package/es/graphic/text.d.ts +3 -1
- package/es/graphic/text.js +22 -1
- package/es/graphic/text.js.map +1 -1
- package/es/interface/graphic.d.ts +2 -1
- package/es/interface/graphic.js.map +1 -1
- package/es/render/contributions/render/draw-interceptor.js +3 -1
- package/es/render/contributions/render/draw-interceptor.js.map +1 -1
- package/package.json +4 -4
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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../common/matrix';\nimport { graphicCreator } from '../../../graphic/graphic-creator';\nimport type {\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate, matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { draw3dItem } from '../../../common/3d-interceptor';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\nconst tempBackupDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n// @injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx < 0\n ) {\n return false;\n }\n if (\n graphic.attribute.shadowRootIdx > 0 ||\n !graphic.attribute.shadowRootIdx ||\n (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0)\n ) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx > 0\n ) {\n return false;\n }\n if (graphic.attribute.shadowRootIdx < 0 || (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0)) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n tempBackupDirtyBounds.copy(drawContribution.backupDirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0));\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds);\n }\n\n return true;\n }\n}\n\n// @injectable()\nexport class DebugDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute._debug_bounds) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n graphic.parent && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n graphic.glyphHost &&\n graphic.glyphHost.parent &&\n context.setTransformFromMatrix(graphic.glyphHost.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n interceptors: IDrawItemInterceptorContribution[];\n constructor() {\n this.interceptors = [\n new ShadowRootDrawItemInterceptorContribution(),\n new Canvas3DDrawItemInterceptor(),\n new InteractiveDrawItemInterceptorContribution(),\n new DebugDrawItemInterceptorContribution()\n ];\n }\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].afterDrawItem &&\n this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 【性能方案】判定写在外层,减少遍历判断耗时,10000条数据减少1ms\n if (\n (!graphic.in3dMode || drawContext.in3dInterceptor) &&\n !graphic.shadowRoot &&\n !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)\n ) {\n return false;\n }\n\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].beforeDrawItem &&\n this.interceptors[i].beforeDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n}\n\n/**\n * 交互层节点拦截器,用于支持交互层图元\n */\n// @injectable()\nexport class InteractiveDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n processing: boolean;\n // afterDrawItem(\n // graphic: IGraphic,\n // renderService: IRenderService,\n // drawContext: IDrawContext,\n // drawContribution: IDrawContribution,\n // params?: IGraphicRenderDrawParams\n // ): boolean {\n\n // if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n // this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n // }\n // return false;\n // }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (this.processing) {\n return false;\n }\n // 判断是否在交互层\n if (graphic.baseGraphic) {\n return this.beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n return this.beforeSetInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n\n /**\n * 用于提升interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeSetInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n let interactiveGraphic: IGraphic = graphic.interactiveGraphic;\n if (graphic.attribute.globalZIndex) {\n if (!interactiveGraphic) {\n interactiveGraphic = graphic.clone();\n graphic.interactiveGraphic = interactiveGraphic;\n interactiveGraphic.baseGraphic = graphic;\n }\n // 设置位置\n // const m = graphic.globalTransMatrix;\n interactiveGraphic.setAttributes(\n {\n globalZIndex: 0,\n zIndex: graphic.attribute.globalZIndex\n },\n false,\n { skipUpdateCallback: true }\n );\n // 添加到交互层中\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.add(interactiveGraphic);\n }\n return true;\n } else if (interactiveGraphic) {\n // 从交互层中删除\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(interactiveGraphic);\n }\n graphic.interactiveGraphic = null;\n interactiveGraphic.baseGraphic = null;\n }\n return false;\n }\n\n /**\n * 用于绘制interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeDrawInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 默认使用原始的图元\n const baseGraphic = graphic.baseGraphic as IGraphic;\n // 如果主图元被删除了,那把交互图元这个也删除\n if (!baseGraphic.stage) {\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(graphic);\n }\n return true;\n }\n if (baseGraphic) {\n this.processing = true;\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(baseGraphic.parent.globalTransMatrix, true);\n // context.fillRect(0, 0, 100, 100);\n // 设置context的transform到上一个节点\n baseGraphic.isContainer\n ? drawContribution.renderGroup(baseGraphic as IGroup, drawContext, baseGraphic.parent.globalTransMatrix)\n : drawContribution.renderItem(baseGraphic, drawContext);\n\n context.highPerformanceRestore();\n this.processing = false;\n\n return true;\n }\n return false;\n }\n getShadowRoot(interactiveLayer: ILayer) {\n // 获取绑定影子节点的group\n let group = interactiveLayer.getElementById('_interactive_group') as IGroup;\n if (!group) {\n group = graphicCreator.CreateGraphic('group', {});\n group.id = '_interactive_group';\n interactiveLayer.add(group);\n }\n return group.shadowRoot ?? group.attachShadow();\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n// @injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n draw3dItem(\n context,\n graphic,\n (isPie: boolean, is3d: boolean) => {\n return drawContribution.renderGroup(\n graphic as IGroup,\n drawContext,\n graphic.parent.globalTransMatrix,\n !isPie && is3d\n );\n },\n drawContext\n );\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
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{ injectable } from '../../../common/inversify-lite';\nimport { AABBBounds } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../common/matrix';\nimport { graphicCreator } from '../../../graphic/graphic-creator';\nimport type {\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n ILayer,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate, matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { draw3dItem } from '../../../common/3d-interceptor';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\nconst tempBackupDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n// @injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx < 0\n ) {\n return false;\n }\n if (\n graphic.attribute.shadowRootIdx > 0 ||\n !graphic.attribute.shadowRootIdx ||\n (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx > 0)\n ) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 如果graphic没设置shadowRootIdx,shadowRoot设置了,那就使用shadowRoot的shadowRootIdx\n if (\n graphic.attribute.shadowRootIdx == null &&\n graphic.shadowRoot &&\n graphic.shadowRoot.attribute.shadowRootIdx > 0\n ) {\n return false;\n }\n if (graphic.attribute.shadowRootIdx < 0 || (graphic.shadowRoot && graphic.shadowRoot.attribute.shadowRootIdx < 0)) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n tempBackupDirtyBounds.copy(drawContribution.backupDirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n drawContribution.backupDirtyBounds.copy(drawContribution.dirtyBounds);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0));\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n drawContribution.backupDirtyBounds.copy(tempBackupDirtyBounds);\n }\n\n return true;\n }\n}\n\n// @injectable()\nexport class DebugDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute._debug_bounds) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n graphic.parent && context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n graphic.glyphHost &&\n graphic.glyphHost.parent &&\n context.setTransformFromMatrix(graphic.glyphHost.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n interceptors: IDrawItemInterceptorContribution[];\n constructor() {\n this.interceptors = [\n new ShadowRootDrawItemInterceptorContribution(),\n new Canvas3DDrawItemInterceptor(),\n new InteractiveDrawItemInterceptorContribution(),\n new DebugDrawItemInterceptorContribution()\n ];\n }\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].afterDrawItem &&\n this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 【性能方案】判定写在外层,减少遍历判断耗时,10000条数据减少1ms\n if (\n (!graphic.in3dMode || drawContext.in3dInterceptor) &&\n !graphic.shadowRoot &&\n !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)\n ) {\n return false;\n }\n\n for (let i = 0; i < this.interceptors.length; i++) {\n if (\n this.interceptors[i].beforeDrawItem &&\n this.interceptors[i].beforeDrawItem(graphic, renderService, drawContext, drawContribution, params)\n ) {\n return true;\n }\n }\n return false;\n }\n}\n\n/**\n * 交互层节点拦截器,用于支持交互层图元\n */\n// @injectable()\nexport class InteractiveDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n processing: boolean;\n // afterDrawItem(\n // graphic: IGraphic,\n // renderService: IRenderService,\n // drawContext: IDrawContext,\n // drawContribution: IDrawContribution,\n // params?: IGraphicRenderDrawParams\n // ): boolean {\n\n // if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n // this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n // }\n // return false;\n // }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (this.processing) {\n return false;\n }\n // 判断是否在交互层\n if (graphic.baseGraphic) {\n return this.beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n return this.beforeSetInteractive(graphic, renderService, drawContext, drawContribution, params);\n }\n\n /**\n * 用于提升interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeSetInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n let interactiveGraphic: IGraphic = graphic.interactiveGraphic;\n if (graphic.attribute.globalZIndex) {\n if (!interactiveGraphic) {\n interactiveGraphic = graphic.clone();\n graphic.interactiveGraphic = interactiveGraphic;\n interactiveGraphic.baseGraphic = graphic;\n }\n // 设置位置\n // const m = graphic.globalTransMatrix;\n interactiveGraphic.setAttributes(\n {\n globalZIndex: 0,\n zIndex: graphic.attribute.globalZIndex\n },\n false,\n { skipUpdateCallback: true }\n );\n // 添加到交互层中\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.add(interactiveGraphic);\n }\n return true;\n } else if (interactiveGraphic) {\n // 从交互层中删除\n drawContext.stage.tryInitInteractiveLayer();\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(interactiveGraphic);\n }\n graphic.interactiveGraphic = null;\n interactiveGraphic.baseGraphic = null;\n }\n return false;\n }\n\n /**\n * 用于绘制interactive\n * @param graphic\n * @param renderService\n * @param drawContext\n * @param drawContribution\n * @param params\n */\n beforeDrawInteractive(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n // 默认使用原始的图元\n const baseGraphic = graphic.baseGraphic as IGraphic;\n // 如果主图元被删除了,那把交互图元这个也删除\n // 一直往上找\n let intree = !!baseGraphic.stage;\n let _g = baseGraphic.parent;\n while (intree && _g) {\n if ((_g as any).stage === _g) {\n break;\n }\n intree = !!_g.stage;\n _g = _g.parent;\n }\n if (!intree) {\n const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');\n if (interactiveLayer) {\n const shadowRoot = this.getShadowRoot(interactiveLayer);\n shadowRoot.removeChild(graphic);\n }\n return true;\n }\n if (baseGraphic) {\n this.processing = true;\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(baseGraphic.parent.globalTransMatrix, true);\n // context.fillRect(0, 0, 100, 100);\n // 设置context的transform到上一个节点\n baseGraphic.isContainer\n ? drawContribution.renderGroup(baseGraphic as IGroup, drawContext, baseGraphic.parent.globalTransMatrix)\n : drawContribution.renderItem(baseGraphic, drawContext);\n\n context.highPerformanceRestore();\n this.processing = false;\n\n return true;\n }\n return false;\n }\n getShadowRoot(interactiveLayer: ILayer) {\n // 获取绑定影子节点的group\n let group = interactiveLayer.getElementById('_interactive_group') as IGroup;\n if (!group) {\n group = graphicCreator.CreateGraphic('group', {});\n group.id = '_interactive_group';\n interactiveLayer.add(group);\n }\n return group.shadowRoot ?? group.attachShadow();\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n// @injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n draw3dItem(\n context,\n graphic,\n (isPie: boolean, is3d: boolean) => {\n return drawContribution.renderGroup(\n graphic as IGroup,\n drawContext,\n graphic.parent.globalTransMatrix,\n !isPie && is3d\n );\n },\n drawContext\n );\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
|
package/dist/index.es.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { tau, halfPi as halfPi$1, AABBBounds, degreeToRadian, PointService, Point, abs, max, min, atan2, epsilon, Matrix, pi2, Logger, isPointInLine, pi, TextMeasure, EventEmitter, isBoolean, isObject, isFunction, isString, has, isUndefined, isArray, cos, sin, pointAt, isNumber, getDecimalPlaces, isValidNumber, clamp, getAngleByPoint, isNumberClose, isNil, Bounds, getIntersectPoint, Color, DEFAULT_COLORS, normalTransform, isValidUrl, isBase64, acos, sqrt, LRU, lowerCamelCaseToMiddle, isValid, transformBoundsWithMatrix, arrayEqual, getContextFont, clampAngleByRadian, asin, getRectIntersect, isRectIntersect, merge, calculateAnchorOfBounds, styleStringToObject } from '@visactor/vutils';
|
|
1
|
+
import { tau, halfPi as halfPi$1, AABBBounds, degreeToRadian, PointService, Point, abs, max, min, atan2, epsilon, Matrix, pi2, Logger, isPointInLine, pi, TextMeasure, EventEmitter, isBoolean, isObject, isFunction, isString, has, isUndefined, isArray, cos, sin, pointAt, isNumber, getDecimalPlaces, isValidNumber, clamp, getAngleByPoint, isNumberClose, isNil, Bounds, getIntersectPoint, Color, DEFAULT_COLORS, OBBBounds, normalTransform, isValidUrl, isBase64, acos, sqrt, LRU, lowerCamelCaseToMiddle, isValid, transformBoundsWithMatrix, arrayEqual, getContextFont, rotatePoint, clampAngleByRadian, asin, getRectIntersect, isRectIntersect, merge, calculateAnchorOfBounds, styleStringToObject } from '@visactor/vutils';
|
|
2
2
|
|
|
3
3
|
class Generator {
|
|
4
4
|
static GenAutoIncrementId() {
|
|
@@ -8858,8 +8858,9 @@ class TagPointsUpdate extends ACustomAnimate {
|
|
|
8858
8858
|
if (this.segmentsCache && this.to.segments) {
|
|
8859
8859
|
let start = 0;
|
|
8860
8860
|
out.segments = this.to.segments.map((segment, index) => {
|
|
8861
|
-
const
|
|
8862
|
-
|
|
8861
|
+
const end = start + this.segmentsCache[index];
|
|
8862
|
+
const points = this.points.slice(start, end);
|
|
8863
|
+
start = end;
|
|
8863
8864
|
return Object.assign(Object.assign({}, segment), { points });
|
|
8864
8865
|
});
|
|
8865
8866
|
}
|
|
@@ -10952,6 +10953,9 @@ class Graphic extends Node {
|
|
|
10952
10953
|
get AABBBounds() {
|
|
10953
10954
|
return this.tryUpdateAABBBounds(this.attribute.boundsMode === 'imprecise');
|
|
10954
10955
|
}
|
|
10956
|
+
get OBBBounds() {
|
|
10957
|
+
return this.tryUpdateOBBBounds();
|
|
10958
|
+
}
|
|
10955
10959
|
get globalAABBBounds() {
|
|
10956
10960
|
return this.tryUpdateGlobalAABBBounds();
|
|
10957
10961
|
}
|
|
@@ -10968,6 +10972,7 @@ class Graphic extends Node {
|
|
|
10968
10972
|
this._updateTag = UpdateTag.INIT;
|
|
10969
10973
|
this.attribute = params;
|
|
10970
10974
|
this.valid = this.isValid();
|
|
10975
|
+
this.updateAABBBoundsStamp = 0;
|
|
10971
10976
|
if (params.background) {
|
|
10972
10977
|
this.loadImage((_a = params.background.background) !== null && _a !== void 0 ? _a : params.background, true);
|
|
10973
10978
|
}
|
|
@@ -11014,13 +11019,33 @@ class Graphic extends Node {
|
|
|
11014
11019
|
application.graphicService.afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, true);
|
|
11015
11020
|
return bounds;
|
|
11016
11021
|
}
|
|
11022
|
+
tryUpdateOBBBounds() {
|
|
11023
|
+
if (!this._OBBBounds) {
|
|
11024
|
+
this._OBBBounds = new OBBBounds();
|
|
11025
|
+
}
|
|
11026
|
+
this.tryUpdateAABBBounds();
|
|
11027
|
+
if (this.updateOBBBoundsStamp === this.updateAABBBoundsStamp) {
|
|
11028
|
+
return this._OBBBounds;
|
|
11029
|
+
}
|
|
11030
|
+
this.updateOBBBoundsStamp = this.updateAABBBoundsStamp;
|
|
11031
|
+
if (!this.valid) {
|
|
11032
|
+
this._OBBBounds.clear();
|
|
11033
|
+
return this._OBBBounds;
|
|
11034
|
+
}
|
|
11035
|
+
const bounds = this.doUpdateOBBBounds();
|
|
11036
|
+
return bounds;
|
|
11037
|
+
}
|
|
11017
11038
|
combindShadowAABBBounds(bounds) {
|
|
11018
11039
|
if (this.shadowRoot) {
|
|
11019
11040
|
const b = this.shadowRoot.AABBBounds.clone();
|
|
11020
11041
|
bounds.union(b);
|
|
11021
11042
|
}
|
|
11022
11043
|
}
|
|
11044
|
+
doUpdateOBBBounds() {
|
|
11045
|
+
return this._OBBBounds;
|
|
11046
|
+
}
|
|
11023
11047
|
doUpdateAABBBounds(full) {
|
|
11048
|
+
this.updateAABBBoundsStamp++;
|
|
11024
11049
|
const graphicTheme = this.getGraphicTheme();
|
|
11025
11050
|
this._AABBBounds.clear();
|
|
11026
11051
|
const attribute = this.attribute;
|
|
@@ -12627,6 +12652,7 @@ class Group extends Graphic {
|
|
|
12627
12652
|
return originalAABBBounds;
|
|
12628
12653
|
}
|
|
12629
12654
|
doUpdateAABBBounds() {
|
|
12655
|
+
this.updateAABBBoundsStamp++;
|
|
12630
12656
|
const bounds = super.doUpdateAABBBounds();
|
|
12631
12657
|
this.parent && this.parent.addChildUpdateBoundTag();
|
|
12632
12658
|
this._emitCustomEvent('AAABBBoundsChange');
|
|
@@ -18566,7 +18592,16 @@ class InteractiveDrawItemInterceptorContribution {
|
|
|
18566
18592
|
}
|
|
18567
18593
|
beforeDrawInteractive(graphic, renderService, drawContext, drawContribution, params) {
|
|
18568
18594
|
const baseGraphic = graphic.baseGraphic;
|
|
18569
|
-
|
|
18595
|
+
let intree = !!baseGraphic.stage;
|
|
18596
|
+
let _g = baseGraphic.parent;
|
|
18597
|
+
while (intree && _g) {
|
|
18598
|
+
if (_g.stage === _g) {
|
|
18599
|
+
break;
|
|
18600
|
+
}
|
|
18601
|
+
intree = !!_g.stage;
|
|
18602
|
+
_g = _g.parent;
|
|
18603
|
+
}
|
|
18604
|
+
if (!intree) {
|
|
18570
18605
|
const interactiveLayer = drawContext.stage.getLayer('_builtin_interactive');
|
|
18571
18606
|
if (interactiveLayer) {
|
|
18572
18607
|
const shadowRoot = this.getShadowRoot(interactiveLayer);
|
|
@@ -19050,6 +19085,29 @@ class Text extends Graphic {
|
|
|
19050
19085
|
getGraphicTheme() {
|
|
19051
19086
|
return getTheme(this).text;
|
|
19052
19087
|
}
|
|
19088
|
+
doUpdateOBBBounds() {
|
|
19089
|
+
const graphicTheme = this.getGraphicTheme();
|
|
19090
|
+
this._OBBBounds.clear();
|
|
19091
|
+
const attribute = this.attribute;
|
|
19092
|
+
const { angle = graphicTheme.angle } = attribute;
|
|
19093
|
+
if (!angle) {
|
|
19094
|
+
const b = this.AABBBounds;
|
|
19095
|
+
this._OBBBounds.setValue(b.x1, b.y1, b.x2, b.y2);
|
|
19096
|
+
return this._OBBBounds;
|
|
19097
|
+
}
|
|
19098
|
+
if (!this.obbText) {
|
|
19099
|
+
this.obbText = new Text({});
|
|
19100
|
+
}
|
|
19101
|
+
this.obbText.setAttributes(Object.assign(Object.assign({}, attribute), { angle: 0 }));
|
|
19102
|
+
const bounds1 = this.obbText.AABBBounds;
|
|
19103
|
+
const { x, y } = attribute;
|
|
19104
|
+
const boundsCenter = { x: (bounds1.x1 + bounds1.x2) / 2, y: (bounds1.y1 + bounds1.y2) / 2 };
|
|
19105
|
+
const center = rotatePoint(boundsCenter, angle, { x, y });
|
|
19106
|
+
this._OBBBounds.copy(bounds1);
|
|
19107
|
+
this._OBBBounds.translate(center.x - boundsCenter.x, center.y - boundsCenter.y);
|
|
19108
|
+
this._OBBBounds.angle = angle;
|
|
19109
|
+
return this._OBBBounds;
|
|
19110
|
+
}
|
|
19053
19111
|
updateAABBBounds(attribute, textTheme, aabbBounds) {
|
|
19054
19112
|
const { text = textTheme.text } = this.attribute;
|
|
19055
19113
|
if (Array.isArray(text)) {
|
|
@@ -20846,6 +20904,7 @@ class Glyph extends Graphic {
|
|
|
20846
20904
|
return aabbBounds;
|
|
20847
20905
|
}
|
|
20848
20906
|
doUpdateAABBBounds() {
|
|
20907
|
+
this.updateAABBBoundsStamp++;
|
|
20849
20908
|
this._AABBBounds.clear();
|
|
20850
20909
|
const bounds = this.updateAABBBounds(this.attribute, this.getGraphicTheme(), this._AABBBounds);
|
|
20851
20910
|
this.clearUpdateBoundTag();
|
|
@@ -22677,12 +22736,13 @@ class Arc extends Graphic {
|
|
|
22677
22736
|
return super.needUpdateTag(key, ARC_UPDATE_TAG_KEY);
|
|
22678
22737
|
}
|
|
22679
22738
|
toCustomPath() {
|
|
22739
|
+
var _a, _b, _c, _d;
|
|
22680
22740
|
const x = 0;
|
|
22681
22741
|
const y = 0;
|
|
22682
22742
|
const attribute = this.attribute;
|
|
22683
22743
|
const { startAngle, endAngle } = this.getParsedAngle();
|
|
22684
|
-
let innerRadius = attribute.innerRadius - (attribute.innerPadding
|
|
22685
|
-
let outerRadius = attribute.outerRadius - (attribute.outerPadding
|
|
22744
|
+
let innerRadius = ((_a = attribute.innerRadius) !== null && _a !== void 0 ? _a : 0) - ((_b = attribute.innerPadding) !== null && _b !== void 0 ? _b : 0);
|
|
22745
|
+
let outerRadius = ((_c = attribute.outerRadius) !== null && _c !== void 0 ? _c : 0) - ((_d = attribute.outerPadding) !== null && _d !== void 0 ? _d : 0);
|
|
22686
22746
|
const deltaAngle = abs(endAngle - startAngle);
|
|
22687
22747
|
const clockwise = endAngle > startAngle;
|
|
22688
22748
|
if (outerRadius < innerRadius) {
|
|
@@ -443,8 +443,8 @@ export class TagPointsUpdate extends ACustomAnimate {
|
|
|
443
443
|
this.segmentsCache && this.to.segments) {
|
|
444
444
|
let start = 0;
|
|
445
445
|
out.segments = this.to.segments.map(((segment, index) => {
|
|
446
|
-
const points = this.points.slice(start,
|
|
447
|
-
return start
|
|
446
|
+
const end = start + this.segmentsCache[index], points = this.points.slice(start, end);
|
|
447
|
+
return start = end, Object.assign(Object.assign({}, segment), {
|
|
448
448
|
points: points
|
|
449
449
|
});
|
|
450
450
|
}));
|