@visactor/vrender-core 0.22.11 → 0.22.12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (437) hide show
  1. package/cjs/animate/config.d.ts +1 -2
  2. package/cjs/animate/config.js +1 -5
  3. package/cjs/animate/config.js.map +1 -1
  4. package/cjs/application.d.ts +2 -1
  5. package/cjs/application.js.map +1 -1
  6. package/cjs/canvas/constants.js +1 -2
  7. package/cjs/canvas/empty-context.d.ts +1 -0
  8. package/cjs/canvas/empty-context.js +4 -0
  9. package/cjs/canvas/empty-context.js.map +1 -1
  10. package/cjs/color-string/interpolate.d.ts +1 -0
  11. package/cjs/color-string/interpolate.js +12 -4
  12. package/cjs/color-string/interpolate.js.map +1 -1
  13. package/cjs/color-string/store.js +2 -1
  14. package/cjs/common/custom-path2d.js +2 -2
  15. package/cjs/common/custom-path2d.js.map +1 -1
  16. package/cjs/common/diff.d.ts +1 -0
  17. package/cjs/common/diff.js +19 -0
  18. package/cjs/common/diff.js.map +1 -0
  19. package/cjs/common/enums.d.ts +0 -16
  20. package/cjs/common/enums.js +2 -11
  21. package/cjs/common/enums.js.map +1 -1
  22. package/cjs/common/morphing-utils.js +32 -124
  23. package/cjs/common/morphing-utils.js.map +1 -1
  24. package/cjs/common/performance-raf.d.ts +8 -0
  25. package/cjs/common/performance-raf.js +32 -0
  26. package/cjs/common/performance-raf.js.map +1 -0
  27. package/cjs/common/polygon.js +5 -2
  28. package/cjs/common/polygon.js.map +1 -1
  29. package/cjs/common/segment/curve/cubic-bezier.d.ts +1 -2
  30. package/cjs/common/segment/curve/cubic-bezier.js +3 -8
  31. package/cjs/common/segment/curve/cubic-bezier.js.map +1 -1
  32. package/cjs/common/segment/curve/quadratic-bezier.d.ts +1 -0
  33. package/cjs/common/segment/curve/quadratic-bezier.js +10 -3
  34. package/cjs/common/segment/curve/quadratic-bezier.js.map +1 -1
  35. package/cjs/common/segment/index.d.ts +1 -0
  36. package/cjs/common/segment/index.js +1 -1
  37. package/cjs/common/segment/index.js.map +1 -1
  38. package/cjs/common/shape/arc.d.ts +1 -1
  39. package/cjs/common/shape/arc.js +7 -3
  40. package/cjs/common/shape/arc.js.map +1 -1
  41. package/cjs/common/simplify.js +1 -2
  42. package/cjs/common/sort.js +1 -1
  43. package/cjs/common/split-path.js +2 -2
  44. package/cjs/common/split-path.js.map +1 -1
  45. package/cjs/common/store.js +1 -1
  46. package/cjs/common/text.js +1 -1
  47. package/cjs/common/utils.d.ts +0 -2
  48. package/cjs/common/utils.js +5 -9
  49. package/cjs/common/utils.js.map +1 -1
  50. package/cjs/core/application.js +1 -1
  51. package/cjs/core/camera.js +1 -1
  52. package/cjs/core/global.d.ts +3 -0
  53. package/cjs/core/global.js +14 -3
  54. package/cjs/core/global.js.map +1 -1
  55. package/cjs/core/stage.d.ts +8 -3
  56. package/cjs/core/stage.js +34 -20
  57. package/cjs/core/stage.js.map +1 -1
  58. package/cjs/graphic/arc.d.ts +1 -2
  59. package/cjs/graphic/arc.js +3 -2
  60. package/cjs/graphic/arc.js.map +1 -1
  61. package/cjs/graphic/area.d.ts +1 -2
  62. package/cjs/graphic/area.js +4 -1
  63. package/cjs/graphic/area.js.map +1 -1
  64. package/cjs/graphic/circle.d.ts +1 -2
  65. package/cjs/graphic/circle.js +5 -2
  66. package/cjs/graphic/circle.js.map +1 -1
  67. package/cjs/graphic/config.js +2 -1
  68. package/cjs/graphic/config.js.map +1 -1
  69. package/cjs/graphic/graphic-service/graphic-module.js +1 -2
  70. package/cjs/graphic/graphic-service/graphic-module.js.map +1 -1
  71. package/cjs/graphic/graphic-service/graphic-service.js +2 -3
  72. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  73. package/cjs/graphic/graphic.d.ts +9 -12
  74. package/cjs/graphic/graphic.js +48 -105
  75. package/cjs/graphic/graphic.js.map +1 -1
  76. package/cjs/graphic/group.js +8 -8
  77. package/cjs/graphic/group.js.map +1 -1
  78. package/cjs/graphic/line.d.ts +1 -2
  79. package/cjs/graphic/line.js +5 -1
  80. package/cjs/graphic/line.js.map +1 -1
  81. package/cjs/graphic/rect.js +5 -2
  82. package/cjs/graphic/rect.js.map +1 -1
  83. package/cjs/graphic/richtext/icon.d.ts +1 -1
  84. package/cjs/graphic/richtext/icon.js.map +1 -1
  85. package/cjs/graphic/richtext/paragraph.js +2 -2
  86. package/cjs/graphic/richtext/paragraph.js.map +1 -1
  87. package/cjs/graphic/star.d.ts +1 -2
  88. package/cjs/graphic/star.js +4 -2
  89. package/cjs/graphic/star.js.map +1 -1
  90. package/cjs/index.d.ts +2 -3
  91. package/cjs/index.js +14 -16
  92. package/cjs/index.js.map +1 -1
  93. package/cjs/interface/animate.d.ts +1 -160
  94. package/cjs/interface/animate.js +1 -4
  95. package/cjs/interface/animate.js.map +1 -1
  96. package/cjs/interface/animation/animate.d.ts +117 -0
  97. package/cjs/interface/animation/animate.js +10 -0
  98. package/cjs/interface/animation/animate.js.map +1 -0
  99. package/cjs/interface/animation/easing.d.ts +3 -0
  100. package/cjs/interface/animation/easing.js +6 -0
  101. package/cjs/interface/animation/easing.js.map +1 -0
  102. package/cjs/interface/animation/index.d.ts +5 -0
  103. package/cjs/{animate/Ticker → interface/animation}/index.js +3 -3
  104. package/cjs/interface/animation/index.js.map +1 -0
  105. package/cjs/interface/animation/ticker.d.ts +39 -0
  106. package/cjs/{animate/Ticker/type.js → interface/animation/ticker.js} +1 -1
  107. package/cjs/interface/animation/ticker.js.map +1 -0
  108. package/cjs/interface/animation/timeline.d.ts +17 -0
  109. package/cjs/interface/animation/timeline.js +6 -0
  110. package/cjs/interface/animation/timeline.js.map +1 -0
  111. package/cjs/interface/animation/type.d.ts +13 -0
  112. package/cjs/interface/animation/type.js +15 -0
  113. package/cjs/interface/animation/type.js.map +1 -0
  114. package/cjs/interface/context.d.ts +1 -0
  115. package/cjs/interface/context.js.map +1 -1
  116. package/cjs/interface/global.d.ts +2 -0
  117. package/cjs/interface/global.js.map +1 -1
  118. package/cjs/interface/graphic.d.ts +11 -3
  119. package/cjs/interface/graphic.js.map +1 -1
  120. package/cjs/interface/index.d.ts +1 -1
  121. package/cjs/interface/index.js +9 -9
  122. package/cjs/interface/index.js.map +1 -1
  123. package/cjs/interface/render.d.ts +7 -0
  124. package/cjs/interface/render.js.map +1 -1
  125. package/cjs/interface/stage.d.ts +4 -1
  126. package/cjs/interface/stage.js.map +1 -1
  127. package/cjs/modules.d.ts +2 -1
  128. package/cjs/modules.js +4 -3
  129. package/cjs/modules.js.map +1 -1
  130. package/cjs/plugins/builtin-plugin/auto-render-plugin.js +9 -8
  131. package/cjs/plugins/builtin-plugin/auto-render-plugin.js.map +1 -1
  132. package/cjs/plugins/builtin-plugin/dirty-bounds-plugin.js +14 -11
  133. package/cjs/plugins/builtin-plugin/dirty-bounds-plugin.js.map +1 -1
  134. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js +13 -10
  135. package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  136. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js +0 -1
  137. package/cjs/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  138. package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js +8 -5
  139. package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
  140. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.d.ts +2 -2
  141. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js +6 -5
  142. package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
  143. package/cjs/render/contributions/render/arc-render.d.ts +4 -2
  144. package/cjs/render/contributions/render/arc-render.js +19 -17
  145. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  146. package/cjs/render/contributions/render/area-render.js +2 -2
  147. package/cjs/render/contributions/render/area-render.js.map +1 -1
  148. package/cjs/render/contributions/render/base-render.d.ts +2 -2
  149. package/cjs/render/contributions/render/base-render.js +2 -2
  150. package/cjs/render/contributions/render/base-render.js.map +1 -1
  151. package/cjs/render/contributions/render/draw-contribution.d.ts +1 -0
  152. package/cjs/render/contributions/render/draw-contribution.js +23 -19
  153. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  154. package/cjs/render/contributions/render/draw-interceptor.js +2 -1
  155. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  156. package/cjs/render/contributions/render/group-render.d.ts +2 -2
  157. package/cjs/render/contributions/render/group-render.js +15 -11
  158. package/cjs/render/contributions/render/group-render.js.map +1 -1
  159. package/cjs/render/contributions/render/line-render.js +1 -1
  160. package/cjs/render/contributions/render/line-render.js.map +1 -1
  161. package/cjs/render/contributions/render/rect-render.d.ts +3 -1
  162. package/cjs/render/contributions/render/rect-render.js +17 -15
  163. package/cjs/render/contributions/render/rect-render.js.map +1 -1
  164. package/cjs/render/contributions/render/symbol-render.d.ts +4 -2
  165. package/cjs/render/contributions/render/symbol-render.js +16 -11
  166. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  167. package/cjs/render/render-service.d.ts +1 -1
  168. package/cjs/render/render-service.js.map +1 -1
  169. package/dist/index.es.js +5990 -8837
  170. package/es/animate/config.d.ts +1 -2
  171. package/es/animate/config.js +0 -5
  172. package/es/animate/config.js.map +1 -1
  173. package/es/application.d.ts +2 -1
  174. package/es/application.js.map +1 -1
  175. package/es/canvas/constants.js +1 -2
  176. package/es/canvas/empty-context.d.ts +1 -0
  177. package/es/canvas/empty-context.js +4 -0
  178. package/es/canvas/empty-context.js.map +1 -1
  179. package/es/color-string/interpolate.d.ts +1 -0
  180. package/es/color-string/interpolate.js +8 -1
  181. package/es/color-string/interpolate.js.map +1 -1
  182. package/es/color-string/store.js +2 -1
  183. package/es/common/custom-path2d.js +2 -2
  184. package/es/common/custom-path2d.js.map +1 -1
  185. package/es/common/diff.d.ts +1 -0
  186. package/es/common/diff.js +11 -0
  187. package/es/common/diff.js.map +1 -0
  188. package/es/common/enums.d.ts +0 -16
  189. package/es/common/enums.js +0 -20
  190. package/es/common/enums.js.map +1 -1
  191. package/es/common/morphing-utils.js +29 -124
  192. package/es/common/morphing-utils.js.map +1 -1
  193. package/es/common/performance-raf.d.ts +8 -0
  194. package/es/common/performance-raf.js +24 -0
  195. package/es/common/performance-raf.js.map +1 -0
  196. package/es/common/polygon.js +6 -3
  197. package/es/common/polygon.js.map +1 -1
  198. package/es/common/segment/curve/cubic-bezier.d.ts +1 -2
  199. package/es/common/segment/curve/cubic-bezier.js +1 -8
  200. package/es/common/segment/curve/cubic-bezier.js.map +1 -1
  201. package/es/common/segment/curve/quadratic-bezier.d.ts +1 -0
  202. package/es/common/segment/curve/quadratic-bezier.js +5 -2
  203. package/es/common/segment/curve/quadratic-bezier.js.map +1 -1
  204. package/es/common/segment/index.d.ts +1 -0
  205. package/es/common/segment/index.js +2 -0
  206. package/es/common/segment/index.js.map +1 -1
  207. package/es/common/shape/arc.d.ts +1 -1
  208. package/es/common/shape/arc.js +7 -3
  209. package/es/common/shape/arc.js.map +1 -1
  210. package/es/common/simplify.js +1 -2
  211. package/es/common/sort.js +1 -1
  212. package/es/common/split-path.js +2 -2
  213. package/es/common/split-path.js.map +1 -1
  214. package/es/common/store.js +1 -1
  215. package/es/common/text.js +1 -1
  216. package/es/common/utils.d.ts +0 -2
  217. package/es/common/utils.js +1 -5
  218. package/es/common/utils.js.map +1 -1
  219. package/es/core/application.js +1 -1
  220. package/es/core/camera.js +1 -1
  221. package/es/core/global.d.ts +3 -0
  222. package/es/core/global.js +15 -2
  223. package/es/core/global.js.map +1 -1
  224. package/es/core/stage.d.ts +8 -3
  225. package/es/core/stage.js +35 -22
  226. package/es/core/stage.js.map +1 -1
  227. package/es/graphic/arc.d.ts +1 -2
  228. package/es/graphic/arc.js +3 -2
  229. package/es/graphic/arc.js.map +1 -1
  230. package/es/graphic/area.d.ts +1 -2
  231. package/es/graphic/area.js +4 -1
  232. package/es/graphic/area.js.map +1 -1
  233. package/es/graphic/circle.d.ts +1 -2
  234. package/es/graphic/circle.js +4 -2
  235. package/es/graphic/circle.js.map +1 -1
  236. package/es/graphic/config.js +2 -1
  237. package/es/graphic/config.js.map +1 -1
  238. package/es/graphic/graphic-service/graphic-module.js +1 -1
  239. package/es/graphic/graphic-service/graphic-module.js.map +1 -1
  240. package/es/graphic/graphic-service/graphic-service.js +1 -4
  241. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  242. package/es/graphic/graphic.d.ts +9 -12
  243. package/es/graphic/graphic.js +52 -109
  244. package/es/graphic/graphic.js.map +1 -1
  245. package/es/graphic/group.js +7 -7
  246. package/es/graphic/group.js.map +1 -1
  247. package/es/graphic/line.d.ts +1 -2
  248. package/es/graphic/line.js +5 -1
  249. package/es/graphic/line.js.map +1 -1
  250. package/es/graphic/rect.js +5 -2
  251. package/es/graphic/rect.js.map +1 -1
  252. package/es/graphic/richtext/icon.d.ts +1 -1
  253. package/es/graphic/richtext/icon.js.map +1 -1
  254. package/es/graphic/richtext/paragraph.js +2 -2
  255. package/es/graphic/richtext/paragraph.js.map +1 -1
  256. package/es/graphic/star.d.ts +1 -2
  257. package/es/graphic/star.js +4 -2
  258. package/es/graphic/star.js.map +1 -1
  259. package/es/index.d.ts +2 -3
  260. package/es/index.js +4 -6
  261. package/es/index.js.map +1 -1
  262. package/es/interface/animate.d.ts +1 -160
  263. package/es/interface/animate.js +2 -1
  264. package/es/interface/animate.js.map +1 -1
  265. package/es/interface/animation/animate.d.ts +117 -0
  266. package/es/interface/animation/animate.js +6 -0
  267. package/es/interface/animation/animate.js.map +1 -0
  268. package/es/interface/animation/easing.d.ts +3 -0
  269. package/es/interface/animation/easing.js +2 -0
  270. package/es/interface/animation/easing.js.map +1 -0
  271. package/es/interface/animation/index.d.ts +5 -0
  272. package/es/interface/animation/index.js +10 -0
  273. package/es/interface/animation/index.js.map +1 -0
  274. package/es/interface/animation/ticker.d.ts +39 -0
  275. package/es/{animate/Ticker/type.js → interface/animation/ticker.js} +1 -1
  276. package/es/interface/animation/ticker.js.map +1 -0
  277. package/es/interface/animation/timeline.d.ts +17 -0
  278. package/es/interface/animation/timeline.js +2 -0
  279. package/es/interface/animation/timeline.js.map +1 -0
  280. package/es/interface/animation/type.d.ts +13 -0
  281. package/es/interface/animation/type.js +14 -0
  282. package/es/interface/animation/type.js.map +1 -0
  283. package/es/interface/context.d.ts +1 -0
  284. package/es/interface/context.js.map +1 -1
  285. package/es/interface/global.d.ts +2 -0
  286. package/es/interface/global.js.map +1 -1
  287. package/es/interface/graphic.d.ts +11 -3
  288. package/es/interface/graphic.js.map +1 -1
  289. package/es/interface/index.d.ts +1 -1
  290. package/es/interface/index.js +2 -2
  291. package/es/interface/index.js.map +1 -1
  292. package/es/interface/render.d.ts +7 -0
  293. package/es/interface/render.js.map +1 -1
  294. package/es/interface/stage.d.ts +4 -1
  295. package/es/interface/stage.js.map +1 -1
  296. package/es/modules.d.ts +2 -1
  297. package/es/modules.js +6 -0
  298. package/es/modules.js.map +1 -1
  299. package/es/plugins/builtin-plugin/auto-render-plugin.js +8 -8
  300. package/es/plugins/builtin-plugin/auto-render-plugin.js.map +1 -1
  301. package/es/plugins/builtin-plugin/dirty-bounds-plugin.js +13 -12
  302. package/es/plugins/builtin-plugin/dirty-bounds-plugin.js.map +1 -1
  303. package/es/plugins/builtin-plugin/flex-layout-plugin.js +12 -11
  304. package/es/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
  305. package/es/plugins/builtin-plugin/html-attribute-plugin.js +0 -1
  306. package/es/plugins/builtin-plugin/html-attribute-plugin.js.map +1 -1
  307. package/es/plugins/builtin-plugin/incremental-auto-render-plugin.js +8 -5
  308. package/es/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
  309. package/es/plugins/builtin-plugin/richtext-edit-plugin.d.ts +2 -2
  310. package/es/plugins/builtin-plugin/richtext-edit-plugin.js +4 -5
  311. package/es/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
  312. package/es/render/contributions/render/arc-render.d.ts +4 -2
  313. package/es/render/contributions/render/arc-render.js +19 -17
  314. package/es/render/contributions/render/arc-render.js.map +1 -1
  315. package/es/render/contributions/render/area-render.js +2 -2
  316. package/es/render/contributions/render/area-render.js.map +1 -1
  317. package/es/render/contributions/render/base-render.d.ts +2 -2
  318. package/es/render/contributions/render/base-render.js +2 -2
  319. package/es/render/contributions/render/base-render.js.map +1 -1
  320. package/es/render/contributions/render/draw-contribution.d.ts +1 -0
  321. package/es/render/contributions/render/draw-contribution.js +23 -19
  322. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  323. package/es/render/contributions/render/draw-interceptor.js +2 -1
  324. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  325. package/es/render/contributions/render/group-render.d.ts +2 -2
  326. package/es/render/contributions/render/group-render.js +15 -11
  327. package/es/render/contributions/render/group-render.js.map +1 -1
  328. package/es/render/contributions/render/line-render.js +1 -1
  329. package/es/render/contributions/render/line-render.js.map +1 -1
  330. package/es/render/contributions/render/rect-render.d.ts +3 -1
  331. package/es/render/contributions/render/rect-render.js +17 -14
  332. package/es/render/contributions/render/rect-render.js.map +1 -1
  333. package/es/render/contributions/render/symbol-render.d.ts +4 -2
  334. package/es/render/contributions/render/symbol-render.js +16 -11
  335. package/es/render/contributions/render/symbol-render.js.map +1 -1
  336. package/es/render/render-service.d.ts +1 -1
  337. package/es/render/render-service.js.map +1 -1
  338. package/package.json +4 -4
  339. package/cjs/animate/Ticker/default-ticker.d.ts +0 -40
  340. package/cjs/animate/Ticker/default-ticker.js +0 -140
  341. package/cjs/animate/Ticker/default-ticker.js.map +0 -1
  342. package/cjs/animate/Ticker/index.d.ts +0 -5
  343. package/cjs/animate/Ticker/index.js.map +0 -1
  344. package/cjs/animate/Ticker/manual-ticker-handler.d.ts +0 -15
  345. package/cjs/animate/Ticker/manual-ticker-handler.js +0 -36
  346. package/cjs/animate/Ticker/manual-ticker-handler.js.map +0 -1
  347. package/cjs/animate/Ticker/manual-ticker.d.ts +0 -19
  348. package/cjs/animate/Ticker/manual-ticker.js +0 -37
  349. package/cjs/animate/Ticker/manual-ticker.js.map +0 -1
  350. package/cjs/animate/Ticker/raf-tick-handler.d.ts +0 -9
  351. package/cjs/animate/Ticker/raf-tick-handler.js +0 -30
  352. package/cjs/animate/Ticker/raf-tick-handler.js.map +0 -1
  353. package/cjs/animate/Ticker/timeout-tick-handler.d.ts +0 -9
  354. package/cjs/animate/Ticker/timeout-tick-handler.js +0 -28
  355. package/cjs/animate/Ticker/timeout-tick-handler.js.map +0 -1
  356. package/cjs/animate/Ticker/type.d.ts +0 -6
  357. package/cjs/animate/Ticker/type.js.map +0 -1
  358. package/cjs/animate/animate.d.ts +0 -147
  359. package/cjs/animate/animate.js +0 -403
  360. package/cjs/animate/animate.js.map +0 -1
  361. package/cjs/animate/custom-animate.d.ts +0 -236
  362. package/cjs/animate/custom-animate.js +0 -726
  363. package/cjs/animate/custom-animate.js.map +0 -1
  364. package/cjs/animate/default-ticker.d.ts +0 -2
  365. package/cjs/animate/default-ticker.js +0 -14
  366. package/cjs/animate/default-ticker.js.map +0 -1
  367. package/cjs/animate/easing-func.d.ts +0 -1
  368. package/cjs/animate/easing-func.js +0 -16
  369. package/cjs/animate/easing-func.js.map +0 -1
  370. package/cjs/animate/easing.d.ts +0 -49
  371. package/cjs/animate/easing.js +0 -141
  372. package/cjs/animate/easing.js.map +0 -1
  373. package/cjs/animate/group-fade.d.ts +0 -16
  374. package/cjs/animate/group-fade.js +0 -66
  375. package/cjs/animate/group-fade.js.map +0 -1
  376. package/cjs/animate/index.d.ts +0 -8
  377. package/cjs/animate/index.js +0 -24
  378. package/cjs/animate/index.js.map +0 -1
  379. package/cjs/animate/morphing.d.ts +0 -52
  380. package/cjs/animate/morphing.js +0 -292
  381. package/cjs/animate/morphing.js.map +0 -1
  382. package/cjs/animate/timeline.d.ts +0 -17
  383. package/cjs/animate/timeline.js +0 -46
  384. package/cjs/animate/timeline.js.map +0 -1
  385. package/cjs/plugins/builtin-plugin/richtext-edit-plugin-old.d.ts +0 -1
  386. package/cjs/plugins/builtin-plugin/richtext-edit-plugin-old.js +0 -3
  387. package/cjs/plugins/builtin-plugin/richtext-edit-plugin-old.js.map +0 -1
  388. package/es/animate/Ticker/default-ticker.d.ts +0 -40
  389. package/es/animate/Ticker/default-ticker.js +0 -138
  390. package/es/animate/Ticker/default-ticker.js.map +0 -1
  391. package/es/animate/Ticker/index.d.ts +0 -5
  392. package/es/animate/Ticker/index.js +0 -10
  393. package/es/animate/Ticker/index.js.map +0 -1
  394. package/es/animate/Ticker/manual-ticker-handler.d.ts +0 -15
  395. package/es/animate/Ticker/manual-ticker-handler.js +0 -28
  396. package/es/animate/Ticker/manual-ticker-handler.js.map +0 -1
  397. package/es/animate/Ticker/manual-ticker.d.ts +0 -19
  398. package/es/animate/Ticker/manual-ticker.js +0 -31
  399. package/es/animate/Ticker/manual-ticker.js.map +0 -1
  400. package/es/animate/Ticker/raf-tick-handler.d.ts +0 -9
  401. package/es/animate/Ticker/raf-tick-handler.js +0 -22
  402. package/es/animate/Ticker/raf-tick-handler.js.map +0 -1
  403. package/es/animate/Ticker/timeout-tick-handler.d.ts +0 -9
  404. package/es/animate/Ticker/timeout-tick-handler.js +0 -20
  405. package/es/animate/Ticker/timeout-tick-handler.js.map +0 -1
  406. package/es/animate/Ticker/type.d.ts +0 -6
  407. package/es/animate/Ticker/type.js.map +0 -1
  408. package/es/animate/animate.d.ts +0 -147
  409. package/es/animate/animate.js +0 -398
  410. package/es/animate/animate.js.map +0 -1
  411. package/es/animate/custom-animate.d.ts +0 -236
  412. package/es/animate/custom-animate.js +0 -703
  413. package/es/animate/custom-animate.js.map +0 -1
  414. package/es/animate/default-ticker.d.ts +0 -2
  415. package/es/animate/default-ticker.js +0 -12
  416. package/es/animate/default-ticker.js.map +0 -1
  417. package/es/animate/easing-func.d.ts +0 -1
  418. package/es/animate/easing-func.js +0 -10
  419. package/es/animate/easing-func.js.map +0 -1
  420. package/es/animate/easing.d.ts +0 -49
  421. package/es/animate/easing.js +0 -134
  422. package/es/animate/easing.js.map +0 -1
  423. package/es/animate/group-fade.d.ts +0 -16
  424. package/es/animate/group-fade.js +0 -56
  425. package/es/animate/group-fade.js.map +0 -1
  426. package/es/animate/index.d.ts +0 -8
  427. package/es/animate/index.js +0 -16
  428. package/es/animate/index.js.map +0 -1
  429. package/es/animate/morphing.d.ts +0 -52
  430. package/es/animate/morphing.js +0 -295
  431. package/es/animate/morphing.js.map +0 -1
  432. package/es/animate/timeline.d.ts +0 -17
  433. package/es/animate/timeline.js +0 -42
  434. package/es/animate/timeline.js.map +0 -1
  435. package/es/plugins/builtin-plugin/richtext-edit-plugin-old.d.ts +0 -1
  436. package/es/plugins/builtin-plugin/richtext-edit-plugin-old.js +0 -3
  437. package/es/plugins/builtin-plugin/richtext-edit-plugin-old.js.map +0 -1
@@ -36,22 +36,6 @@ export declare enum AttributeUpdateType {
36
36
  ROTATE = 24,
37
37
  ROTATE_TO = 25
38
38
  }
39
- export declare enum AnimateStatus {
40
- INITIAL = 0,
41
- RUNNING = 1,
42
- PAUSED = 2,
43
- END = 3
44
- }
45
- export declare enum AnimateMode {
46
- NORMAL = 0,
47
- SET_ATTR_IMMEDIATELY = 1
48
- }
49
- export declare enum AnimateStepType {
50
- 'wait' = "wait",
51
- 'from' = "from",
52
- 'to' = "to",
53
- 'customAnimate' = "customAnimate"
54
- }
55
39
  export declare enum Direction {
56
40
  ROW = 1,
57
41
  COLUMN = 2
@@ -30,26 +30,6 @@ export var AttributeUpdateType;
30
30
  AttributeUpdateType[AttributeUpdateType.ROTATE_TO = 25] = "ROTATE_TO";
31
31
  }(AttributeUpdateType || (AttributeUpdateType = {}));
32
32
 
33
- export var AnimateStatus;
34
-
35
- !function(AnimateStatus) {
36
- AnimateStatus[AnimateStatus.INITIAL = 0] = "INITIAL", AnimateStatus[AnimateStatus.RUNNING = 1] = "RUNNING",
37
- AnimateStatus[AnimateStatus.PAUSED = 2] = "PAUSED", AnimateStatus[AnimateStatus.END = 3] = "END";
38
- }(AnimateStatus || (AnimateStatus = {}));
39
-
40
- export var AnimateMode;
41
-
42
- !function(AnimateMode) {
43
- AnimateMode[AnimateMode.NORMAL = 0] = "NORMAL", AnimateMode[AnimateMode.SET_ATTR_IMMEDIATELY = 1] = "SET_ATTR_IMMEDIATELY";
44
- }(AnimateMode || (AnimateMode = {}));
45
-
46
- export var AnimateStepType;
47
-
48
- !function(AnimateStepType) {
49
- AnimateStepType.wait = "wait", AnimateStepType.from = "from", AnimateStepType.to = "to",
50
- AnimateStepType.customAnimate = "customAnimate";
51
- }(AnimateStepType || (AnimateStepType = {}));
52
-
53
33
  export var Direction;
54
34
 
55
35
  !function(Direction) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/common/enums.ts"],"names":[],"mappings":"AAAA,MAAM,CAAN,IAAY,SAeX;AAfD,WAAY,SAAS;IACnB,yCAAiB,CAAA;IACjB,2DAA0B,CAAA;IAC1B,yDAAyB,CAAA;IACzB,yDAAwB,CAAA;IACxB,+EAAoC,CAAA;IACpC,2CAAiB,CAAA;IACjB,2DAAyB,CAAA;IACzB,0EAAiC,CAAA;IACjC,yEAAgC,CAAA;IAChC,wEAAgC,CAAA;IAChC,uEAA+B,CAAA;IAC/B,sFAAuC,CAAA;IACvC,6DAA0B,CAAA;IAC1B,2DAAyB,CAAA;AAC3B,CAAC,EAfW,SAAS,KAAT,SAAS,QAepB;AAED,MAAM,CAAN,IAAY,iBAKX;AALD,WAAY,iBAAiB;IAC3B,6DAAmB,CAAA;IACnB,4DAAkB,CAAA;IAClB,+EAA4B,CAAA;IAC5B,8EAA2B,CAAA;AAC7B,CAAC,EALW,iBAAiB,KAAjB,iBAAiB,QAK5B;AAED,MAAM,CAAN,IAAY,mBAiBX;AAjBD,WAAY,mBAAmB;IAC7B,6DAAQ,CAAA;IACR,mEAAW,CAAA;IACX,+DAAS,CAAA;IAET,8EAAiB,CAAA;IACjB,8EAAiB,CAAA;IACjB,gFAAkB,CAAA;IAClB,kFAAmB,CAAA;IACnB,4EAAgB,CAAA;IAEhB,wEAAc,CAAA;IACd,8EAAiB,CAAA;IACjB,gEAAU,CAAA;IACV,sEAAa,CAAA;IACb,kEAAW,CAAA;IACX,wEAAc,CAAA;AAChB,CAAC,EAjBW,mBAAmB,KAAnB,mBAAmB,QAiB9B;AAED,MAAM,CAAN,IAAY,aAKX;AALD,WAAY,aAAa;IACvB,uDAAW,CAAA;IACX,uDAAW,CAAA;IACX,qDAAU,CAAA;IACV,+CAAO,CAAA;AACT,CAAC,EALW,aAAa,KAAb,aAAa,QAKxB;AAED,MAAM,CAAN,IAAY,WAGX;AAHD,WAAY,WAAW;IACrB,iDAAe,CAAA;IACf,6EAA6B,CAAA;AAC/B,CAAC,EAHW,WAAW,KAAX,WAAW,QAGtB;AAED,MAAM,CAAN,IAAY,eAKX;AALD,WAAY,eAAe;IACzB,gCAAe,CAAA;IACf,gCAAe,CAAA;IACf,4BAAW,CAAA;IACX,kDAAiC,CAAA;AACnC,CAAC,EALW,eAAe,KAAf,eAAe,QAK1B;AAED,MAAM,CAAN,IAAY,SAGX;AAHD,WAAY,SAAS;IACnB,uCAAO,CAAA;IACP,6CAAU,CAAA;AACZ,CAAC,EAHW,SAAS,KAAT,SAAS,QAGpB;AAED,MAAM,CAAN,IAAY,aAOX;AAPD,WAAY,aAAa;IACvB,yEAAoB,CAAA;IACpB,iFAAwB,CAAA;IACxB,yDAAY,CAAA;IACZ,2DAAa,CAAA;IACb,iEAAgB,CAAA;IAChB,2DAAa,CAAA;AACf,CAAC,EAPW,aAAa,KAAb,aAAa,QAOxB;AAED,MAAM,CAAN,IAAY,0BAGX;AAHD,WAAY,0BAA0B;IACpC,mGAAgB,CAAA;IAChB,iGAAe,CAAA;AACjB,CAAC,EAHW,0BAA0B,KAA1B,0BAA0B,QAGrC","file":"enums.js","sourcesContent":["export enum UpdateTag {\n NONE = 0b00000000,\n UPDATE_BOUNDS = 0b00000001, // bounds有更新\n UPDATE_SHAPE = 0b00000010, // shape有更新\n CLEAR_SHAPE = 0b11111101,\n UPDATE_SHAPE_AND_BOUNDS = 0b00000011, // shape&bounds有更新\n INIT = 0b10110011,\n CLEAR_BOUNDS = 0b11111110, // 清除bounds更新位\n UPDATE_GLOBAL_MATRIX = 0b00100000, // 更新全局matrix\n CLEAR_GLOBAL_MATRIX = 0b11011111, // 清除全局matrix\n UPDATE_LOCAL_MATRIX = 0b00010000, // 更新局部matrix\n CLEAR_LOCAL_MATRIX = 0b11101111, // 清除局部matrix\n UPDATE_GLOBAL_LOCAL_MATRIX = 0b00110000, // 更新全局和局部matrix\n UPDATE_LAYOUT = 0b10000000, // 布局需要更新\n CLEAR_LAYOUT = 0b01111111 // 清楚布局更新\n}\n\nexport enum IContainPointMode {\n GLOBAL = 0b00000001, // 传入的点是全局坐标\n LOCAL = 0b00010000, // 传入的点是局部坐标\n GLOBAL_ACCURATE = 0b00000011, // 使用精确的全局匹配\n LOCAL_ACCURATE = 0b00110000 // 使用精确的局部匹配\n}\n\nexport enum AttributeUpdateType {\n INIT = 0,\n DEFAULT = 1,\n STATE = 2,\n\n ANIMATE_BIND = 10,\n ANIMATE_PLAY = 11,\n ANIMATE_START = 12,\n ANIMATE_UPDATE = 13,\n ANIMATE_END = 14,\n\n TRANSLATE = 20,\n TRANSLATE_TO = 21,\n SCALE = 22,\n SCALE_TO = 23,\n ROTATE = 24,\n ROTATE_TO = 25\n}\n\nexport enum AnimateStatus {\n INITIAL = 0,\n RUNNING = 1,\n PAUSED = 2,\n END = 3\n}\n\nexport enum AnimateMode {\n NORMAL = 0b0000,\n SET_ATTR_IMMEDIATELY = 0b0001\n}\n\nexport enum AnimateStepType {\n 'wait' = 'wait',\n 'from' = 'from',\n 'to' = 'to',\n 'customAnimate' = 'customAnimate'\n}\n\nexport enum Direction {\n ROW = 1,\n COLUMN = 2\n}\n\nexport enum CurveTypeEnum {\n CubicBezierCurve = 0,\n QuadraticBezierCurve = 1,\n ArcCurve = 2,\n LineCurve = 3,\n EllipseCurve = 4,\n MoveCurve = 5\n}\n\nexport enum BaseRenderContributionTime {\n beforeFillStroke,\n afterFillStroke\n}\n"]}
1
+ {"version":3,"sources":["../src/common/enums.ts"],"names":[],"mappings":"AAAA,MAAM,CAAN,IAAY,SAeX;AAfD,WAAY,SAAS;IACnB,yCAAiB,CAAA;IACjB,2DAA0B,CAAA;IAC1B,yDAAyB,CAAA;IACzB,yDAAwB,CAAA;IACxB,+EAAoC,CAAA;IACpC,2CAAiB,CAAA;IACjB,2DAAyB,CAAA;IACzB,0EAAiC,CAAA;IACjC,yEAAgC,CAAA;IAChC,wEAAgC,CAAA;IAChC,uEAA+B,CAAA;IAC/B,sFAAuC,CAAA;IACvC,6DAA0B,CAAA;IAC1B,2DAAyB,CAAA;AAC3B,CAAC,EAfW,SAAS,KAAT,SAAS,QAepB;AAED,MAAM,CAAN,IAAY,iBAKX;AALD,WAAY,iBAAiB;IAC3B,6DAAmB,CAAA;IACnB,4DAAkB,CAAA;IAClB,+EAA4B,CAAA;IAC5B,8EAA2B,CAAA;AAC7B,CAAC,EALW,iBAAiB,KAAjB,iBAAiB,QAK5B;AAED,MAAM,CAAN,IAAY,mBAiBX;AAjBD,WAAY,mBAAmB;IAC7B,6DAAQ,CAAA;IACR,mEAAW,CAAA;IACX,+DAAS,CAAA;IAET,8EAAiB,CAAA;IACjB,8EAAiB,CAAA;IACjB,gFAAkB,CAAA;IAClB,kFAAmB,CAAA;IACnB,4EAAgB,CAAA;IAEhB,wEAAc,CAAA;IACd,8EAAiB,CAAA;IACjB,gEAAU,CAAA;IACV,sEAAa,CAAA;IACb,kEAAW,CAAA;IACX,wEAAc,CAAA;AAChB,CAAC,EAjBW,mBAAmB,KAAnB,mBAAmB,QAiB9B;AAED,MAAM,CAAN,IAAY,SAGX;AAHD,WAAY,SAAS;IACnB,uCAAO,CAAA;IACP,6CAAU,CAAA;AACZ,CAAC,EAHW,SAAS,KAAT,SAAS,QAGpB;AAED,MAAM,CAAN,IAAY,aAOX;AAPD,WAAY,aAAa;IACvB,yEAAoB,CAAA;IACpB,iFAAwB,CAAA;IACxB,yDAAY,CAAA;IACZ,2DAAa,CAAA;IACb,iEAAgB,CAAA;IAChB,2DAAa,CAAA;AACf,CAAC,EAPW,aAAa,KAAb,aAAa,QAOxB;AAED,MAAM,CAAN,IAAY,0BAGX;AAHD,WAAY,0BAA0B;IACpC,mGAAgB,CAAA;IAChB,iGAAe,CAAA;AACjB,CAAC,EAHW,0BAA0B,KAA1B,0BAA0B,QAGrC","file":"enums.js","sourcesContent":["export enum UpdateTag {\n NONE = 0b00000000,\n UPDATE_BOUNDS = 0b00000001, // bounds有更新\n UPDATE_SHAPE = 0b00000010, // shape有更新\n CLEAR_SHAPE = 0b11111101,\n UPDATE_SHAPE_AND_BOUNDS = 0b00000011, // shape&bounds有更新\n INIT = 0b10110011,\n CLEAR_BOUNDS = 0b11111110, // 清除bounds更新位\n UPDATE_GLOBAL_MATRIX = 0b00100000, // 更新全局matrix\n CLEAR_GLOBAL_MATRIX = 0b11011111, // 清除全局matrix\n UPDATE_LOCAL_MATRIX = 0b00010000, // 更新局部matrix\n CLEAR_LOCAL_MATRIX = 0b11101111, // 清除局部matrix\n UPDATE_GLOBAL_LOCAL_MATRIX = 0b00110000, // 更新全局和局部matrix\n UPDATE_LAYOUT = 0b10000000, // 布局需要更新\n CLEAR_LAYOUT = 0b01111111 // 清楚布局更新\n}\n\nexport enum IContainPointMode {\n GLOBAL = 0b00000001, // 传入的点是全局坐标\n LOCAL = 0b00010000, // 传入的点是局部坐标\n GLOBAL_ACCURATE = 0b00000011, // 使用精确的全局匹配\n LOCAL_ACCURATE = 0b00110000 // 使用精确的局部匹配\n}\n\nexport enum AttributeUpdateType {\n INIT = 0,\n DEFAULT = 1,\n STATE = 2,\n\n ANIMATE_BIND = 10,\n ANIMATE_PLAY = 11,\n ANIMATE_START = 12,\n ANIMATE_UPDATE = 13,\n ANIMATE_END = 14,\n\n TRANSLATE = 20,\n TRANSLATE_TO = 21,\n SCALE = 22,\n SCALE_TO = 23,\n ROTATE = 24,\n ROTATE_TO = 25\n}\n\nexport enum Direction {\n ROW = 1,\n COLUMN = 2\n}\n\nexport enum CurveTypeEnum {\n CubicBezierCurve = 0,\n QuadraticBezierCurve = 1,\n ArcCurve = 2,\n LineCurve = 3,\n EllipseCurve = 4,\n MoveCurve = 5\n}\n\nexport enum BaseRenderContributionTime {\n beforeFillStroke,\n afterFillStroke\n}\n"]}
@@ -1,11 +1,5 @@
1
- import { getAngleByPoint, isNumberClose, PointService } from "@visactor/vutils";
2
-
3
1
  import { CustomPath2D } from "./custom-path2d";
4
2
 
5
- import { enumCommandMap } from "./path-svg";
6
-
7
- import { addArcToBezierPath } from "./shape/arc";
8
-
9
3
  export function cubicSubdivide(p0, p1, p2, p3, t, out) {
10
4
  const p01 = (p1 - p0) * t + p0, p12 = (p2 - p1) * t + p1, p23 = (p3 - p2) * t + p2, p012 = (p12 - p01) * t + p01, p123 = (p23 - p12) * t + p12, p0123 = (p123 - p012) * t + p012;
11
5
  out[0] = p0, out[1] = p01, out[2] = p012, out[3] = p0123, out[4] = p0123, out[5] = p123,
@@ -134,127 +128,38 @@ export function alignBezierCurves(array1, array2) {
134
128
  return [ newArray1, newArray2 ];
135
129
  }
136
130
 
137
- const addLineToBezierPath = (bezierPath, x0, y0, x1, y1) => {
138
- isNumberClose(x0, x1) && isNumberClose(y0, y1) || bezierPath.push(x0, y0, x1, y1, x1, y1);
139
- };
140
-
141
131
  export function pathToBezierCurves(path) {
142
- const commandList = path.commandList, bezierArrayGroups = [];
143
- let currentSubpath, xi = 0, yi = 0, x0 = 0, y0 = 0;
144
- const createNewSubpath = (x, y) => {
145
- currentSubpath && currentSubpath.length > 2 && bezierArrayGroups.push(currentSubpath),
146
- currentSubpath = [ x, y ];
147
- };
148
- let x1, y1, x2, y2;
149
- for (let i = 0, len = commandList.length; i < len; i++) {
150
- const cmd = commandList[i], isFirst = 0 === i;
151
- switch (isFirst && (x0 = xi = cmd[1], y0 = yi = cmd[2], [ enumCommandMap.L, enumCommandMap.C, enumCommandMap.Q ].includes(cmd[0]) && (currentSubpath = [ x0, y0 ])),
152
- cmd[0]) {
153
- case enumCommandMap.M:
154
- xi = x0 = cmd[1], yi = y0 = cmd[2], createNewSubpath(x0, y0);
155
- break;
156
-
157
- case enumCommandMap.L:
158
- x1 = cmd[1], y1 = cmd[2], addLineToBezierPath(currentSubpath, xi, yi, x1, y1), xi = x1,
159
- yi = y1;
160
- break;
161
-
162
- case enumCommandMap.C:
163
- currentSubpath.push(cmd[1], cmd[2], cmd[3], cmd[4], xi = cmd[5], yi = cmd[6]);
164
- break;
165
-
166
- case enumCommandMap.Q:
167
- x1 = cmd[1], y1 = cmd[2], x2 = cmd[3], y2 = cmd[4], currentSubpath.push(xi + 2 / 3 * (x1 - xi), yi + 2 / 3 * (y1 - yi), x2 + 2 / 3 * (x1 - x2), y2 + 2 / 3 * (y1 - y2), x2, y2),
168
- xi = x2, yi = y2;
169
- break;
170
-
171
- case enumCommandMap.A:
172
- {
173
- const cx = cmd[1], cy = cmd[2], rx = cmd[3], ry = rx, startAngle = cmd[4], endAngle = cmd[5], counterClockwise = !!cmd[6];
174
- x1 = Math.cos(startAngle) * rx + cx, y1 = Math.sin(startAngle) * rx + cy, isFirst ? (x0 = x1,
175
- y0 = y1, createNewSubpath(x0, y0)) : addLineToBezierPath(currentSubpath, xi, yi, x1, y1),
176
- xi = Math.cos(endAngle) * rx + cx, yi = Math.sin(endAngle) * rx + cy;
177
- const step = (counterClockwise ? -1 : 1) * Math.PI / 2;
178
- for (let angle = startAngle; counterClockwise ? angle > endAngle : angle < endAngle; angle += step) {
179
- const nextAngle = counterClockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);
180
- addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);
181
- }
182
- break;
183
- }
184
-
185
- case enumCommandMap.E:
186
- {
187
- const cx = cmd[1], cy = cmd[2], rx = cmd[3], ry = cmd[4], rotate = cmd[5], startAngle = cmd[6], endAngle = cmd[7] + startAngle, anticlockwise = !!cmd[8], hasRotate = !isNumberClose(rotate, 0), rc = Math.cos(rotate), rs = Math.sin(rotate);
188
- let xTemp = Math.cos(startAngle) * rx, yTemp = Math.sin(startAngle) * ry;
189
- hasRotate ? (x1 = xTemp * rc - yTemp * rs + cx, y1 = xTemp * rs + yTemp * rc + cy) : (x1 = xTemp + cx,
190
- y1 = yTemp + cy), isFirst ? (x0 = x1, y0 = y1, createNewSubpath(x0, y0)) : addLineToBezierPath(currentSubpath, xi, yi, x1, y1),
191
- xTemp = Math.cos(endAngle) * rx, yTemp = Math.sin(endAngle) * ry, hasRotate ? (xi = xTemp * rc - yTemp * rs + cx,
192
- yi = xTemp * rs + yTemp * rc + cy) : (xi = xTemp + cx, yi = yTemp + cy);
193
- const step = (anticlockwise ? -1 : 1) * Math.PI / 2;
194
- for (let angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {
195
- const nextAngle = anticlockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);
196
- if (addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry), hasRotate) {
197
- const curLen = currentSubpath.length;
198
- for (let j = curLen - 6; j <= curLen - 1; j += 2) xTemp = currentSubpath[j], yTemp = currentSubpath[j + 1],
199
- currentSubpath[j] = (xTemp - cx) * rc - (yTemp - cy) * rs + cx, currentSubpath[j + 1] = (xTemp - cx) * rs + (yTemp - cy) * rc + cy;
200
- }
201
- }
202
- break;
203
- }
204
-
205
- case enumCommandMap.R:
206
- x0 = xi = cmd[1], y0 = yi = cmd[2], x1 = x0 + cmd[3], y1 = y0 + cmd[4], createNewSubpath(x1, y0),
207
- addLineToBezierPath(currentSubpath, x1, y0, x1, y1), addLineToBezierPath(currentSubpath, x1, y1, x0, y1),
208
- addLineToBezierPath(currentSubpath, x0, y1, x0, y0), addLineToBezierPath(currentSubpath, x0, y0, x1, y0);
209
- break;
210
-
211
- case enumCommandMap.AT:
212
- {
213
- const tx1 = cmd[1], ty1 = cmd[2], tx2 = cmd[3], ty2 = cmd[4], r = cmd[5], dis1 = PointService.distancePP({
214
- x: xi,
215
- y: yi
216
- }, {
217
- x: tx1,
218
- y: ty1
219
- }), dis2 = PointService.distancePP({
220
- x: tx2,
221
- y: ty2
222
- }, {
223
- x: tx1,
224
- y: ty1
225
- }), theta = ((xi - tx1) * (tx2 - tx1) + (yi - ty1) * (ty2 - ty1)) / (dis1 * dis2), dis = r / Math.sin(theta / 2), midX = (xi + tx2 - 2 * tx1) / 2, midY = (yi + ty2 - 2 * ty1) / 2, midLen = PointService.distancePP({
226
- x: midX,
227
- y: midY
228
- }, {
229
- x: 0,
230
- y: 0
231
- }), cx = tx1 + dis * midX / midLen, cy = tx2 + dis * midY / midLen, disP = Math.sqrt(dis * dis - r * r);
232
- x0 = tx1 + disP * (xi - tx1) / dis1, y0 = ty1 + disP * (yi - ty1) / dis1, addLineToBezierPath(currentSubpath, xi, yi, x0, y0),
233
- xi = tx1 + disP * (tx2 - tx1) / dis2, yi = ty1 + disP * (ty2 - ty1) / dis2;
234
- const startAngle = getAngleByPoint({
235
- x: cx,
236
- y: cy
237
- }, {
238
- x: x0,
239
- y: y0
240
- }), endAngle = getAngleByPoint({
241
- x: cx,
242
- y: cy
243
- }, {
244
- x: xi,
245
- y: yi
246
- });
247
- addArcToBezierPath(currentSubpath, startAngle, endAngle, cx, cy, r, r);
248
- break;
249
- }
250
-
251
- case enumCommandMap.Z:
252
- currentSubpath && addLineToBezierPath(currentSubpath, xi, yi, x0, y0), xi = x0,
253
- yi = y0;
132
+ const tempPath = new CustomPath2D, svgPathString = path.toString();
133
+ if (!svgPathString) return [];
134
+ tempPath.fromString(svgPathString);
135
+ const curves = tempPath.tryBuildCurves();
136
+ if (!curves || 0 === curves.length) return [];
137
+ const bezierSubpaths = [];
138
+ let currentSubpath = null;
139
+ currentSubpath = [];
140
+ let firstX = 0, firstY = 0, lastX = 0, lastY = 0, isSubpathStart = !0, isPathClosed = !1;
141
+ for (let i = 0; i < curves.length; i++) {
142
+ const curve = curves[i];
143
+ if (isSubpathStart && (firstX = curve.p0.x, firstY = curve.p0.y, lastX = firstX,
144
+ lastY = firstY, currentSubpath = [ firstX, firstY ], bezierSubpaths.push(currentSubpath),
145
+ isSubpathStart = !1), curve.p1 && curve.p2 && curve.p3) currentSubpath.push(curve.p1.x, curve.p1.y, curve.p2.x, curve.p2.y, curve.p3.x, curve.p3.y),
146
+ lastX = curve.p3.x, lastY = curve.p3.y; else if (curve.p1 && curve.p2) {
147
+ const x1 = curve.p1.x, y1 = curve.p1.y, x2 = curve.p2.x, y2 = curve.p2.y;
148
+ currentSubpath.push(lastX + 2 / 3 * (x1 - lastX), lastY + 2 / 3 * (y1 - lastY), x2 + 2 / 3 * (x1 - x2), y2 + 2 / 3 * (y1 - y2), x2, y2),
149
+ lastX = x2, lastY = y2;
150
+ } else if (curve.p1) {
151
+ const endX = curve.p1.x, endY = curve.p1.y;
152
+ Math.abs(lastX - endX) < 1e-10 && Math.abs(lastY - endY) < 1e-10 || currentSubpath.push(lastX, lastY, endX, endY, endX, endY),
153
+ lastX = endX, lastY = endY;
154
+ }
155
+ if (i === curves.length - 1 && Math.abs(lastX - firstX) < 1e-10 && Math.abs(lastY - firstY) < 1e-10 && (isPathClosed = !0),
156
+ i < curves.length - 1) {
157
+ const nextCurve = curves[i + 1];
158
+ (Math.abs(lastX - nextCurve.p0.x) > 1e-10 || Math.abs(lastY - nextCurve.p0.y) > 1e-10) && (isSubpathStart = !0);
254
159
  }
255
160
  }
256
- return currentSubpath && currentSubpath.length > 2 && bezierArrayGroups.push(currentSubpath),
257
- bezierArrayGroups;
161
+ const validSubpaths = bezierSubpaths.filter((subpath => subpath.length > 2));
162
+ return 1 === validSubpaths.length ? [ validSubpaths[0] ] : validSubpaths;
258
163
  }
259
164
 
260
165
  export function applyTransformOnBezierCurves(bezierCurves, martrix) {
@@ -1 +1 @@
1
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { IMatrix } from '@visactor/vutils';\nimport { getAngleByPoint, isNumberClose, PointService } from '@visactor/vutils';\nimport type { ICustomPath2D } from '../interface';\nimport { CustomPath2D } from './custom-path2d';\nimport { enumCommandMap } from './path-svg';\nimport { addArcToBezierPath } from './shape/arc';\n\nexport function cubicSubdivide(p0: number, p1: number, p2: number, p3: number, t: number, out: number[]) {\n const p01 = (p1 - p0) * t + p0;\n const p12 = (p2 - p1) * t + p1;\n const p23 = (p3 - p2) * t + p2;\n\n const p012 = (p12 - p01) * t + p01;\n const p123 = (p23 - p12) * t + p12;\n\n const p0123 = (p123 - p012) * t + p012;\n // Seg0\n out[0] = p0;\n out[1] = p01;\n out[2] = p012;\n 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[newSubpath, subpath2] : [subpath1, newSubpath];\n}\n\nfunction createSubpath(lastSubpath: number[], otherSubpath: number[]) {\n const prevSubPath = lastSubpath || otherSubpath;\n const len = prevSubPath.length;\n const lastX = prevSubPath[len - 2];\n const lastY = prevSubPath[len - 1];\n\n const newSubpath: number[] = [];\n for (let i = 0; i < otherSubpath.length; i += 2) {\n newSubpath[i] = lastX;\n newSubpath[i + 1] = lastY;\n }\n return newSubpath;\n}\n\nfunction reverseSubpath(array: number[]) {\n const newArr: number[] = [];\n const len = array.length;\n for (let i = 0; i < len; i += 2) {\n newArr[i] = array[len - i - 2];\n newArr[i + 1] = array[len - i - 1];\n }\n return newArr;\n}\n/**\n * 用于计算内部不相交的多边形中心点\n */\nexport function centroidOfSubpath(array: number[]) {\n // https://en.wikipedia.org/wiki/Centroid#Of_a_polygon\n let signedArea = 0;\n let cx = 0;\n let cy = 0;\n const len = array.length;\n // Polygon should been closed.\n for (let i = 0, j = len - 2; i < len; j = i, i += 2) {\n const x0 = array[j];\n const y0 = array[j + 1];\n const x1 = array[i];\n const y1 = array[i + 1];\n const a = x0 * y1 - x1 * y0;\n signedArea += a;\n cx += (x0 + x1) * a;\n cy += (y0 + y1) * a;\n }\n\n if (signedArea === 0) {\n return [array[0] || 0, array[1] || 0, 0];\n }\n\n return [cx / signedArea / 3, cy / signedArea / 3, signedArea];\n}\n\n/**\n * 针对闭合的曲线,查找最适合的旋转offset\n */\nfunction findBestRotationOffset(fromSubBeziers: number[], toSubBeziers: number[], fromCp: number[], toCp: number[]) {\n const bezierCount = (fromSubBeziers.length - 2) / 6;\n let bestScore = Infinity;\n let bestOffset = 0;\n\n const len = fromSubBeziers.length;\n const len2 = len - 2;\n\n for (let offset = 0; offset < bezierCount; offset++) {\n const cursorOffset = offset * 6;\n let score = 0;\n\n for (let k = 0; k < len; k += 2) {\n const idx = k === 0 ? cursorOffset : ((cursorOffset + k - 2) % len2) + 2;\n\n const x0 = fromSubBeziers[idx] - fromCp[0];\n const y0 = fromSubBeziers[idx + 1] - fromCp[1];\n const x1 = toSubBeziers[k] - toCp[0];\n const y1 = toSubBeziers[k + 1] - toCp[1];\n\n const dx = x1 - x0;\n const dy = y1 - y0;\n score += dx * dx + dy * dy;\n }\n if (score < bestScore) {\n bestScore = score;\n bestOffset = offset;\n }\n }\n\n return bestOffset;\n}\n\n/**\n * If we interpolating between two bezier curve arrays.\n * It will have many broken effects during the transition.\n * So we try to apply an extra rotation which can make each bezier curve morph as small as possible.\n */\nexport function findBestMorphingRotation(\n fromArr: number[][],\n toArr: number[][],\n searchAngleIteration: number,\n searchAngleRange: number\n) {\n const result = [];\n\n let fromNeedsReverse: boolean;\n\n for (let i = 0; i < fromArr.length; i++) {\n let fromSubpathBezier = fromArr[i];\n const toSubpathBezier = toArr[i];\n\n const fromCp = centroidOfSubpath(fromSubpathBezier);\n const toCp = centroidOfSubpath(toSubpathBezier);\n\n if (fromNeedsReverse == null) {\n // Reverse from array if two have different directions.\n // Determine the clockwise based on the first subpath.\n // Reverse all subpaths or not. Avoid winding rule changed.\n fromNeedsReverse = fromCp[2] < 0 !== toCp[2] < 0;\n }\n\n const newFromSubpathBezier: number[] = [];\n const newToSubpathBezier: number[] = [];\n let bestAngle = 0;\n let bestScore = Infinity;\n const tmpArr: number[] = [];\n\n const len = fromSubpathBezier.length;\n if (fromNeedsReverse) {\n // Make sure clockwise\n fromSubpathBezier = reverseSubpath(fromSubpathBezier);\n }\n const offset = findBestRotationOffset(fromSubpathBezier, toSubpathBezier, fromCp, toCp) * 6;\n\n const len2 = len - 2;\n\n for (let k = 0; k < len2; k += 2) {\n // Not include the start point.\n const idx = ((offset + k) % len2) + 2;\n newFromSubpathBezier[k + 2] = fromSubpathBezier[idx] - fromCp[0];\n newFromSubpathBezier[k + 3] = fromSubpathBezier[idx + 1] - fromCp[1];\n }\n newFromSubpathBezier[0] = fromSubpathBezier[offset] - fromCp[0];\n newFromSubpathBezier[1] = fromSubpathBezier[offset + 1] - fromCp[1];\n\n if (searchAngleIteration > 0) {\n const step = searchAngleRange / searchAngleIteration;\n for (let angle = -searchAngleRange / 2; angle <= searchAngleRange / 2; angle += step) {\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n let score = 0;\n\n for (let k = 0; k < fromSubpathBezier.length; k += 2) {\n const x0 = newFromSubpathBezier[k];\n const y0 = newFromSubpathBezier[k + 1];\n const x1 = toSubpathBezier[k] - toCp[0];\n const y1 = toSubpathBezier[k + 1] - toCp[1];\n\n // Apply rotation on the target point.\n const newX1 = x1 * ca - y1 * sa;\n const newY1 = x1 * sa + y1 * ca;\n\n tmpArr[k] = newX1;\n tmpArr[k + 1] = newY1;\n\n const dx = newX1 - x0;\n const dy = newY1 - y0;\n\n // Use dot product to have min direction change.\n // const d = Math.sqrt(x0 * x0 + y0 * y0);\n // score += x0 * dx / d + y0 * dy / d;\n score += dx * dx + dy * dy;\n }\n\n if (score < bestScore) {\n bestScore = score;\n bestAngle = angle;\n // Copy.\n for (let m = 0; m < tmpArr.length; m++) {\n newToSubpathBezier[m] = tmpArr[m];\n }\n }\n }\n } else {\n for (let i = 0; i < len; i += 2) {\n newToSubpathBezier[i] = toSubpathBezier[i] - toCp[0];\n newToSubpathBezier[i + 1] = toSubpathBezier[i + 1] - toCp[1];\n }\n }\n\n result.push({\n from: newFromSubpathBezier,\n to: newToSubpathBezier,\n fromCp,\n toCp,\n rotation: -bestAngle\n });\n }\n return result;\n}\n\n/**\n * Make two bezier arrays aligns on structure. To have better animation.\n *\n * It will:\n * Make two bezier arrays have same number of subpaths.\n * Make each subpath has equal number of bezier curves.\n *\n * array is the convert result of pathToBezierCurves.\n */\nexport function alignBezierCurves(array1: number[][], array2: number[][]) {\n let lastSubpath1;\n let lastSubpath2;\n\n const newArray1 = [];\n const newArray2 = [];\n\n for (let i = 0; i < Math.max(array1.length, array2.length); i++) {\n const subpath1 = array1[i];\n const subpath2 = array2[i];\n\n let newSubpath1;\n let newSubpath2;\n\n if (!subpath1) {\n newSubpath1 = createSubpath(lastSubpath1, subpath2);\n newSubpath2 = subpath2;\n } else if (!subpath2) {\n newSubpath2 = createSubpath(lastSubpath2, subpath1);\n newSubpath1 = subpath1;\n } else {\n [newSubpath1, newSubpath2] = alignSubpath(subpath1, subpath2);\n lastSubpath1 = newSubpath1;\n lastSubpath2 = newSubpath2;\n }\n\n newArray1.push(newSubpath1);\n newArray2.push(newSubpath2);\n }\n\n return [newArray1, newArray2];\n}\n\nconst addLineToBezierPath = (bezierPath: number[], x0: number, y0: number, x1: number, y1: number) => {\n if (!(isNumberClose(x0, x1) && isNumberClose(y0, y1))) {\n bezierPath.push(x0, y0, x1, y1, x1, y1);\n }\n};\n\nexport function pathToBezierCurves(path: ICustomPath2D): number[][] {\n const commandList = path.commandList;\n\n const bezierArrayGroups: number[][] = [];\n let currentSubpath: number[];\n\n // end point\n let xi: number = 0;\n let yi: number = 0;\n // start point\n let x0: number = 0;\n let y0: number = 0;\n\n const createNewSubpath = (x: number, y: number) => {\n // More than one M command\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n currentSubpath = [x, y];\n };\n\n // the first control point\n let x1: number;\n let y1: number;\n // the second control point\n let x2: number;\n let y2: number;\n\n for (let i = 0, len = commandList.length; i < len; i++) {\n const cmd = commandList[i];\n\n const isFirst = i === 0;\n\n if (isFirst) {\n // 如果第一个命令是 L, C, Q\n // 则 previous point 同绘制命令的第一个 point\n // 第一个命令为 Arc 的情况下会在后面特殊处理\n x0 = xi = cmd[1] as number;\n y0 = yi = cmd[2] as number;\n\n if ([enumCommandMap.L, enumCommandMap.C, enumCommandMap.Q].includes(cmd[0])) {\n // Start point\n currentSubpath = [x0, y0];\n }\n }\n\n switch (cmd[0]) {\n case enumCommandMap.M:\n // moveTo 命令重新创建一个新的 subpath, 并且更新新的起点\n // 在 closePath 的时候使用\n xi = x0 = cmd[1] as number;\n yi = y0 = cmd[2] as number;\n\n createNewSubpath(x0, y0);\n break;\n case enumCommandMap.L:\n x1 = cmd[1] as number;\n y1 = cmd[2] as number;\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n xi = x1;\n yi = y1;\n break;\n case enumCommandMap.C:\n currentSubpath.push(\n cmd[1] as number,\n cmd[2] as number,\n cmd[3] as number,\n cmd[4] as number,\n (xi = cmd[5] as number),\n (yi = cmd[6] as number)\n );\n break;\n case enumCommandMap.Q:\n x1 = cmd[1] as number;\n y1 = cmd[2] as number;\n x2 = cmd[3] as number;\n y2 = cmd[4] as number;\n currentSubpath.push(\n // Convert quadratic to cubic\n xi + (2 / 3) * (x1 - xi),\n yi + (2 / 3) * (y1 - yi),\n x2 + (2 / 3) * (x1 - x2),\n y2 + (2 / 3) * (y1 - y2),\n x2,\n y2\n );\n xi = x2;\n yi = y2;\n break;\n case enumCommandMap.A: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = rx;\n const startAngle = cmd[4] as number;\n const endAngle = cmd[5] as number;\n\n const counterClockwise = !!(cmd[6] as number);\n\n x1 = Math.cos(startAngle) * rx + cx;\n y1 = Math.sin(startAngle) * rx + cy;\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xi = Math.cos(endAngle) * rx + cx;\n yi = Math.sin(endAngle) * rx + cy;\n\n const step = ((counterClockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; counterClockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = counterClockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n }\n break;\n }\n case enumCommandMap.E: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = cmd[4] as number;\n const rotate = cmd[5] as number;\n const startAngle = cmd[6] as number;\n const endAngle = (cmd[7] as number) + startAngle;\n\n const anticlockwise = !!(cmd[8] as number);\n const hasRotate = !isNumberClose(rotate, 0);\n const rc = Math.cos(rotate);\n const rs = Math.sin(rotate);\n\n let xTemp = Math.cos(startAngle) * rx;\n let yTemp = Math.sin(startAngle) * ry;\n\n if (hasRotate) {\n x1 = xTemp * rc - yTemp * rs + cx;\n y1 = xTemp * rs + yTemp * rc + cy;\n } else {\n x1 = xTemp + cx;\n y1 = yTemp + cy;\n }\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xTemp = Math.cos(endAngle) * rx;\n yTemp = Math.sin(endAngle) * ry;\n if (hasRotate) {\n xi = xTemp * rc - yTemp * rs + cx;\n yi = xTemp * rs + yTemp * rc + cy;\n } else {\n xi = xTemp + cx;\n yi = yTemp + cy;\n }\n\n const step = ((anticlockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = anticlockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n\n if (hasRotate) {\n const curLen = currentSubpath.length;\n\n for (let j = curLen - 6; j <= curLen - 1; j += 2) {\n xTemp = currentSubpath[j];\n yTemp = currentSubpath[j + 1];\n\n currentSubpath[j] = (xTemp - cx) * rc - (yTemp - cy) * rs + cx;\n currentSubpath[j + 1] = (xTemp - cx) * rs + (yTemp - cy) * rc + cy;\n }\n }\n }\n\n break;\n }\n case enumCommandMap.R: {\n x0 = xi = cmd[1] as number;\n y0 = yi = cmd[2] as number;\n x1 = x0 + (cmd[3] as number);\n y1 = y0 + (cmd[4] as number);\n\n // rect is an individual path.\n createNewSubpath(x1, y0);\n addLineToBezierPath(currentSubpath, x1, y0, x1, y1);\n addLineToBezierPath(currentSubpath, x1, y1, x0, y1);\n addLineToBezierPath(currentSubpath, x0, y1, x0, y0);\n addLineToBezierPath(currentSubpath, x0, y0, x1, y0);\n break;\n }\n case enumCommandMap.AT: {\n const tx1 = cmd[1] as number;\n const ty1 = cmd[2] as number;\n const tx2 = cmd[3] as number;\n const ty2 = cmd[4] as number;\n const r = cmd[5] as number;\n\n const dis1 = PointService.distancePP({ x: xi, y: yi }, { x: tx1, y: ty1 });\n const dis2 = PointService.distancePP({ x: tx2, y: ty2 }, { x: tx1, y: ty1 });\n const theta = ((xi - tx1) * (tx2 - tx1) + (yi - ty1) * (ty2 - ty1)) / (dis1 * dis2);\n const dis = r / Math.sin(theta / 2);\n const midX = (xi + tx2 - 2 * tx1) / 2;\n const midY = (yi + ty2 - 2 * ty1) / 2;\n const midLen = PointService.distancePP({ x: midX, y: midY }, { x: 0, y: 0 });\n const cx = tx1 + (dis * midX) / midLen;\n const cy = tx2 + (dis * midY) / midLen;\n const disP = Math.sqrt(dis * dis - r * r);\n x0 = tx1 + (disP * (xi - tx1)) / dis1;\n y0 = ty1 + (disP * (yi - ty1)) / dis1;\n\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x0, y0);\n\n xi = tx1 + (disP * (tx2 - tx1)) / dis2;\n yi = ty1 + (disP * (ty2 - ty1)) / dis2;\n\n const startAngle = getAngleByPoint({ x: cx, y: cy }, { x: x0, y: y0 });\n\n const endAngle = getAngleByPoint({ x: cx, y: cy }, { x: xi, y: yi });\n\n addArcToBezierPath(currentSubpath, startAngle, endAngle, cx, cy, r, r);\n\n break;\n }\n case enumCommandMap.Z: {\n currentSubpath && addLineToBezierPath(currentSubpath, xi, yi, x0, y0);\n xi = x0;\n yi = y0;\n break;\n }\n }\n }\n\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n\n return bezierArrayGroups;\n}\n\nexport function applyTransformOnBezierCurves(bezierCurves: number[][], martrix: IMatrix) {\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n for (let k = 0; k < subPath.length; k += 2) {\n const x = subPath[k];\n const y = subPath[k + 1];\n const res = { x, y };\n\n martrix.transformPoint({ x, y }, res);\n\n subPath[k] = res.x;\n subPath[k + 1] = res.y;\n }\n }\n}\n\nexport function bezierCurversToPath(bezierCurves: number[][]) {\n const path = new CustomPath2D();\n\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n\n if (subPath.length > 2) {\n path.moveTo(subPath[0], subPath[1]);\n for (let k = 2; k < subPath.length; k += 6) {\n path.bezierCurveTo(subPath[k], subPath[k + 1], subPath[k + 2], subPath[k + 3], subPath[k + 4], subPath[k + 5]);\n }\n }\n }\n\n return path;\n}\n"]}
1
+ 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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { IMatrix } from '@visactor/vutils';\nimport { getAngleByPoint, isNumberClose, PointService } from '@visactor/vutils';\nimport type { ICustomPath2D } from '../interface';\nimport { CustomPath2D } from './custom-path2d';\nimport { enumCommandMap } from './path-svg';\nimport { addArcToBezierPath } from './shape/arc';\n\nexport function cubicSubdivide(p0: number, p1: number, p2: number, p3: number, t: number, out: number[]) {\n const p01 = (p1 - p0) * t + p0;\n const p12 = (p2 - p1) * t + p1;\n const p23 = (p3 - p2) * t + p2;\n\n const p012 = (p12 - p01) * t + p01;\n const p123 = (p23 - p12) * t + p12;\n\n const p0123 = (p123 - p012) * t + p012;\n // Seg0\n out[0] = p0;\n out[1] = p01;\n out[2] = p012;\n out[3] = p0123;\n // Seg1\n out[4] = p0123;\n out[5] = p123;\n out[6] = p23;\n out[7] = p3;\n}\n\nexport function alignSubpath(subpath1: number[], subpath2: number[]): [number[], number[]] {\n const len1 = subpath1.length;\n const len2 = subpath2.length;\n if (len1 === len2) {\n return [subpath1, subpath2];\n }\n const tmpSegX: number[] = [];\n const tmpSegY: number[] = [];\n\n const shorterPath = len1 < len2 ? subpath1 : subpath2;\n const shorterLen = Math.min(len1, len2);\n // Should divide excatly\n const diff = Math.abs(len2 - len1) / 6;\n const shorterBezierCount = (shorterLen - 2) / 6;\n // Add `diff` number of beziers\n const eachCurveSubDivCount = Math.ceil(diff / shorterBezierCount);\n\n const newSubpath = [shorterPath[0], shorterPath[1]];\n let remained = diff;\n\n for (let i = 2; i < shorterLen; i += 6) {\n let x0 = shorterPath[i - 2];\n let y0 = shorterPath[i - 1];\n let x1 = shorterPath[i];\n let y1 = shorterPath[i + 1];\n let x2 = shorterPath[i + 2];\n let y2 = shorterPath[i + 3];\n const x3 = shorterPath[i + 4];\n const y3 = shorterPath[i + 5];\n\n if (remained <= 0) {\n newSubpath.push(x1, y1, x2, y2, x3, y3);\n continue;\n }\n\n const actualSubDivCount = Math.min(remained, eachCurveSubDivCount) + 1;\n for (let k = 1; k <= actualSubDivCount; k++) {\n const p = k / actualSubDivCount;\n\n cubicSubdivide(x0, x1, x2, x3, p, tmpSegX);\n cubicSubdivide(y0, y1, y2, y3, p, tmpSegY);\n\n // tmpSegX[3] === tmpSegX[4]\n x0 = tmpSegX[3];\n y0 = tmpSegY[3];\n\n newSubpath.push(tmpSegX[1], tmpSegY[1], tmpSegX[2], tmpSegY[2], x0, y0);\n x1 = tmpSegX[5];\n y1 = tmpSegY[5];\n x2 = tmpSegX[6];\n y2 = tmpSegY[6];\n // The last point (x3, y3) is still the same.\n }\n remained -= actualSubDivCount - 1;\n }\n\n return shorterPath === subpath1 ? [newSubpath, subpath2] : [subpath1, newSubpath];\n}\n\nfunction createSubpath(lastSubpath: number[], otherSubpath: number[]) {\n const prevSubPath = lastSubpath || otherSubpath;\n const len = prevSubPath.length;\n const lastX = prevSubPath[len - 2];\n const lastY = prevSubPath[len - 1];\n\n const newSubpath: number[] = [];\n for (let i = 0; i < otherSubpath.length; i += 2) {\n newSubpath[i] = lastX;\n newSubpath[i + 1] = lastY;\n }\n return newSubpath;\n}\n\nfunction reverseSubpath(array: number[]) {\n const newArr: number[] = [];\n const len = array.length;\n for (let i = 0; i < len; i += 2) {\n newArr[i] = array[len - i - 2];\n newArr[i + 1] = array[len - i - 1];\n }\n return newArr;\n}\n/**\n * 用于计算内部不相交的多边形中心点\n */\nexport function centroidOfSubpath(array: number[]) {\n // https://en.wikipedia.org/wiki/Centroid#Of_a_polygon\n let signedArea = 0;\n let cx = 0;\n let cy = 0;\n const len = array.length;\n // Polygon should been closed.\n for (let i = 0, j = len - 2; i < len; j = i, i += 2) {\n const x0 = array[j];\n const y0 = array[j + 1];\n const x1 = array[i];\n const y1 = array[i + 1];\n const a = x0 * y1 - x1 * y0;\n signedArea += a;\n cx += (x0 + x1) * a;\n cy += (y0 + y1) * a;\n }\n\n if (signedArea === 0) {\n return [array[0] || 0, array[1] || 0, 0];\n }\n\n return [cx / signedArea / 3, cy / signedArea / 3, signedArea];\n}\n\n/**\n * 针对闭合的曲线,查找最适合的旋转offset\n */\nfunction findBestRotationOffset(fromSubBeziers: number[], toSubBeziers: number[], fromCp: number[], toCp: number[]) {\n const bezierCount = (fromSubBeziers.length - 2) / 6;\n let bestScore = Infinity;\n let bestOffset = 0;\n\n const len = fromSubBeziers.length;\n const len2 = len - 2;\n\n for (let offset = 0; offset < bezierCount; offset++) {\n const cursorOffset = offset * 6;\n let score = 0;\n\n for (let k = 0; k < len; k += 2) {\n const idx = k === 0 ? cursorOffset : ((cursorOffset + k - 2) % len2) + 2;\n\n const x0 = fromSubBeziers[idx] - fromCp[0];\n const y0 = fromSubBeziers[idx + 1] - fromCp[1];\n const x1 = toSubBeziers[k] - toCp[0];\n const y1 = toSubBeziers[k + 1] - toCp[1];\n\n const dx = x1 - x0;\n const dy = y1 - y0;\n score += dx * dx + dy * dy;\n }\n if (score < bestScore) {\n bestScore = score;\n bestOffset = offset;\n }\n }\n\n return bestOffset;\n}\n\n/**\n * If we interpolating between two bezier curve arrays.\n * It will have many broken effects during the transition.\n * So we try to apply an extra rotation which can make each bezier curve morph as small as possible.\n */\nexport function findBestMorphingRotation(\n fromArr: number[][],\n toArr: number[][],\n searchAngleIteration: number,\n searchAngleRange: number\n) {\n const result = [];\n\n let fromNeedsReverse: boolean;\n\n for (let i = 0; i < fromArr.length; i++) {\n let fromSubpathBezier = fromArr[i];\n const toSubpathBezier = toArr[i];\n\n const fromCp = centroidOfSubpath(fromSubpathBezier);\n const toCp = centroidOfSubpath(toSubpathBezier);\n\n if (fromNeedsReverse == null) {\n // Reverse from array if two have different directions.\n // Determine the clockwise based on the first subpath.\n // Reverse all subpaths or not. Avoid winding rule changed.\n fromNeedsReverse = fromCp[2] < 0 !== toCp[2] < 0;\n }\n\n const newFromSubpathBezier: number[] = [];\n const newToSubpathBezier: number[] = [];\n let bestAngle = 0;\n let bestScore = Infinity;\n const tmpArr: number[] = [];\n\n const len = fromSubpathBezier.length;\n if (fromNeedsReverse) {\n // Make sure clockwise\n fromSubpathBezier = reverseSubpath(fromSubpathBezier);\n }\n const offset = findBestRotationOffset(fromSubpathBezier, toSubpathBezier, fromCp, toCp) * 6;\n\n const len2 = len - 2;\n\n for (let k = 0; k < len2; k += 2) {\n // Not include the start point.\n const idx = ((offset + k) % len2) + 2;\n newFromSubpathBezier[k + 2] = fromSubpathBezier[idx] - fromCp[0];\n newFromSubpathBezier[k + 3] = fromSubpathBezier[idx + 1] - fromCp[1];\n }\n newFromSubpathBezier[0] = fromSubpathBezier[offset] - fromCp[0];\n newFromSubpathBezier[1] = fromSubpathBezier[offset + 1] - fromCp[1];\n\n if (searchAngleIteration > 0) {\n const step = searchAngleRange / searchAngleIteration;\n for (let angle = -searchAngleRange / 2; angle <= searchAngleRange / 2; angle += step) {\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n let score = 0;\n\n for (let k = 0; k < fromSubpathBezier.length; k += 2) {\n const x0 = newFromSubpathBezier[k];\n const y0 = newFromSubpathBezier[k + 1];\n const x1 = toSubpathBezier[k] - toCp[0];\n const y1 = toSubpathBezier[k + 1] - toCp[1];\n\n // Apply rotation on the target point.\n const newX1 = x1 * ca - y1 * sa;\n const newY1 = x1 * sa + y1 * ca;\n\n tmpArr[k] = newX1;\n tmpArr[k + 1] = newY1;\n\n const dx = newX1 - x0;\n const dy = newY1 - y0;\n\n // Use dot product to have min direction change.\n // const d = Math.sqrt(x0 * x0 + y0 * y0);\n // score += x0 * dx / d + y0 * dy / d;\n score += dx * dx + dy * dy;\n }\n\n if (score < bestScore) {\n bestScore = score;\n bestAngle = angle;\n // Copy.\n for (let m = 0; m < tmpArr.length; m++) {\n newToSubpathBezier[m] = tmpArr[m];\n }\n }\n }\n } else {\n for (let i = 0; i < len; i += 2) {\n newToSubpathBezier[i] = toSubpathBezier[i] - toCp[0];\n newToSubpathBezier[i + 1] = toSubpathBezier[i + 1] - toCp[1];\n }\n }\n\n result.push({\n from: newFromSubpathBezier,\n to: newToSubpathBezier,\n fromCp,\n toCp,\n rotation: -bestAngle\n });\n }\n return result;\n}\n\n/**\n * Make two bezier arrays aligns on structure. To have better animation.\n *\n * It will:\n * Make two bezier arrays have same number of subpaths.\n * Make each subpath has equal number of bezier curves.\n *\n * array is the convert result of pathToBezierCurves.\n */\nexport function alignBezierCurves(array1: number[][], array2: number[][]) {\n let lastSubpath1;\n let lastSubpath2;\n\n const newArray1 = [];\n const newArray2 = [];\n\n for (let i = 0; i < Math.max(array1.length, array2.length); i++) {\n const subpath1 = array1[i];\n const subpath2 = array2[i];\n\n let newSubpath1;\n let newSubpath2;\n\n if (!subpath1) {\n newSubpath1 = createSubpath(lastSubpath1, subpath2);\n newSubpath2 = subpath2;\n } else if (!subpath2) {\n newSubpath2 = createSubpath(lastSubpath2, subpath1);\n newSubpath1 = subpath1;\n } else {\n [newSubpath1, newSubpath2] = alignSubpath(subpath1, subpath2);\n lastSubpath1 = newSubpath1;\n lastSubpath2 = newSubpath2;\n }\n\n newArray1.push(newSubpath1);\n newArray2.push(newSubpath2);\n }\n\n return [newArray1, newArray2];\n}\n\n/**\n * 将路径转换为贝塞尔曲线数组\n * 通过复用CustomPath2D中的方法,确保处理的一致性\n * @param path 要转换的路径\n * @returns 贝塞尔曲线数组\n */\nexport function pathToBezierCurves(path: ICustomPath2D): number[][] {\n // 创建临时路径和临时上下文\n const tempPath = new CustomPath2D();\n\n // 将路径转换为SVG路径字符串,这样可以利用CustomPath2D中的解析能力\n const svgPathString = path.toString();\n\n // 如果路径为空,直接返回空数组\n if (!svgPathString) {\n return [];\n }\n\n // 使用临时路径解析SVG字符串\n tempPath.fromString(svgPathString);\n\n // 确保曲线已经构建\n const curves = tempPath.tryBuildCurves();\n\n if (!curves || curves.length === 0) {\n return [];\n }\n\n // 用于存储分离的子路径\n const bezierSubpaths: number[][] = [];\n let currentSubpath: number[] = null;\n\n // 初始化当前子路径\n currentSubpath = [];\n let firstX = 0; // 记录子路径起点X (用于闭合路径)\n let firstY = 0; // 记录子路径起点Y (用于闭合路径)\n let lastX = 0; // 记录上一个点的X (用于连续线段)\n let lastY = 0; // 记录上一个点的Y (用于连续线段)\n let isSubpathStart = true;\n let isPathClosed = false;\n\n for (let i = 0; i < curves.length; i++) {\n const curve = curves[i];\n\n // 如果是新的子路径开始或者第一个点\n if (isSubpathStart) {\n firstX = curve.p0.x;\n firstY = curve.p0.y;\n lastX = firstX;\n lastY = firstY;\n currentSubpath = [firstX, firstY];\n bezierSubpaths.push(currentSubpath);\n isSubpathStart = false;\n }\n\n // 处理不同类型的曲线\n if (curve.p1 && curve.p2 && curve.p3) {\n // 三次贝塞尔曲线\n currentSubpath.push(curve.p1.x, curve.p1.y, curve.p2.x, curve.p2.y, curve.p3.x, curve.p3.y);\n lastX = curve.p3.x;\n lastY = curve.p3.y;\n } else if (curve.p1 && curve.p2) {\n // 二次贝塞尔曲线,转换为三次贝塞尔曲线\n const x1 = curve.p1.x;\n const y1 = curve.p1.y;\n const x2 = curve.p2.x;\n const y2 = curve.p2.y;\n\n currentSubpath.push(\n lastX + (2 / 3) * (x1 - lastX),\n lastY + (2 / 3) * (y1 - lastY),\n x2 + (2 / 3) * (x1 - x2),\n y2 + (2 / 3) * (y1 - y2),\n x2,\n y2\n );\n\n lastX = x2;\n lastY = y2;\n } else if (curve.p1) {\n // 直线段,转换为贝塞尔曲线格式\n // 直线的情况,p1就是终点\n const endX = curve.p1.x;\n const endY = curve.p1.y;\n\n // 避免添加长度为0的线段\n if (!(Math.abs(lastX - endX) < 1e-10 && Math.abs(lastY - endY) < 1e-10)) {\n // 使用addLineToBezierPath的逻辑:x0,y0, x1,y1, x1,y1\n // 第一个控制点等于起点,第二个控制点等于终点,终点等于终点\n currentSubpath.push(\n lastX,\n lastY, // 第一个控制点 = 起点\n endX,\n endY, // 第二个控制点 = 终点\n endX,\n endY // 终点\n );\n }\n\n lastX = endX;\n lastY = endY;\n }\n\n // 检查是否是闭合路径(最后一个点回到起点)\n if (i === curves.length - 1) {\n if (Math.abs(lastX - firstX) < 1e-10 && Math.abs(lastY - firstY) < 1e-10) {\n isPathClosed = true;\n }\n }\n\n // 检查是否需要开始新的子路径\n // 只有在检测到明确的路径中断(不连续的点)时才开始新子路径\n if (i < curves.length - 1) {\n const nextCurve = curves[i + 1];\n if (Math.abs(lastX - nextCurve.p0.x) > 1e-10 || Math.abs(lastY - nextCurve.p0.y) > 1e-10) {\n // 当前子路径结束,需要创建新的子路径\n isSubpathStart = true;\n }\n }\n }\n\n // 移除空的子路径\n const validSubpaths = bezierSubpaths.filter(subpath => subpath.length > 2);\n\n // 为了保持与原始函数一致,如果只有一个子路径,返回它的数组\n return validSubpaths.length === 1 ? [validSubpaths[0]] : validSubpaths;\n}\n\nexport function applyTransformOnBezierCurves(bezierCurves: number[][], martrix: IMatrix) {\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n for (let k = 0; k < subPath.length; k += 2) {\n const x = subPath[k];\n const y = subPath[k + 1];\n const res = { x, y };\n\n martrix.transformPoint({ x, y }, res);\n\n subPath[k] = res.x;\n subPath[k + 1] = res.y;\n }\n }\n}\n\nexport function bezierCurversToPath(bezierCurves: number[][]) {\n const path = new CustomPath2D();\n\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n\n if (subPath.length > 2) {\n path.moveTo(subPath[0], subPath[1]);\n for (let k = 2; k < subPath.length; k += 6) {\n path.bezierCurveTo(subPath[k], subPath[k + 1], subPath[k + 2], subPath[k + 3], subPath[k + 4], subPath[k + 5]);\n }\n }\n }\n\n return path;\n}\n"]}
@@ -0,0 +1,8 @@
1
+ export declare class PerformanceRAF {
2
+ nextAnimationFrameCbs: Map<number, FrameRequestCallback>;
3
+ private _rafHandle;
4
+ addAnimationFrameCb(callback: FrameRequestCallback): number;
5
+ removeAnimationFrameCb(index: number): boolean;
6
+ protected runAnimationFrame: (time: number) => void;
7
+ protected tryRunAnimationFrameNextFrame: () => void;
8
+ }
@@ -0,0 +1,24 @@
1
+ import { application } from "../application";
2
+
3
+ let idx = 0;
4
+
5
+ export class PerformanceRAF {
6
+ constructor() {
7
+ this.nextAnimationFrameCbs = new Map, this._rafHandle = null, this.runAnimationFrame = time => {
8
+ this._rafHandle = null;
9
+ const cbs = this.nextAnimationFrameCbs;
10
+ this.nextAnimationFrameCbs = new Map, cbs.forEach((cb => cb(time)));
11
+ }, this.tryRunAnimationFrameNextFrame = () => {
12
+ null === this._rafHandle && 0 !== this.nextAnimationFrameCbs.size && (this._rafHandle = application.global.getRequestAnimationFrame()(this.runAnimationFrame));
13
+ };
14
+ }
15
+ addAnimationFrameCb(callback) {
16
+ return this.nextAnimationFrameCbs.set(++idx, callback), this.tryRunAnimationFrameNextFrame(),
17
+ idx;
18
+ }
19
+ removeAnimationFrameCb(index) {
20
+ return !!this.nextAnimationFrameCbs.has(index) && (this.nextAnimationFrameCbs.delete(index),
21
+ !0);
22
+ }
23
+ }
24
+ //# sourceMappingURL=performance-raf.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/common/performance-raf.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAE7C,IAAI,GAAG,GAAG,CAAC,CAAC;AAKZ,MAAM,OAAO,cAAc;IAA3B;QACE,0BAAqB,GAAsC,IAAI,GAAG,EAAE,CAAC;QAC7D,eAAU,GAAkB,IAAI,CAAC;QAsB/B,sBAAiB,GAAG,CAAC,IAAY,EAAE,EAAE;YAC7C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;YACvB,MAAM,GAAG,GAAG,IAAI,CAAC,qBAAqB,CAAC;YACvC,IAAI,CAAC,qBAAqB,GAAG,IAAI,GAAG,EAAE,CAAC;YACvC,GAAG,CAAC,OAAO,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC;QAC9B,CAAC,CAAC;QAEQ,kCAA6B,GAAG,GAAG,EAAE;YAC7C,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,IAAI,IAAI,CAAC,qBAAqB,CAAC,IAAI,KAAK,CAAC,EAAE;gBACrE,OAAO;aACR;YACD,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,MAAM,CAAC,wBAAwB,EAAE,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC1F,CAAC,CAAC;IACJ,CAAC;IAjCC,mBAAmB,CAAC,QAA8B;QAChD,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC;QAEhD,IAAI,CAAC,6BAA6B,EAAE,CAAC;QACrC,OAAO,GAAG,CAAC;IACb,CAAC;IAOD,sBAAsB,CAAC,KAAa;QAClC,IAAI,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE;YACzC,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACzC,OAAO,IAAI,CAAC;SACb;QACD,OAAO,KAAK,CAAC;IACf,CAAC;CAeF","file":"performance-raf.js","sourcesContent":["import { application } from '../application';\n\nlet idx = 0;\n\n/**\n * 性能优化,将requestAnimationFrame的回调函数存储起来,在下一帧执行\n */\nexport class PerformanceRAF {\n nextAnimationFrameCbs: Map<number, FrameRequestCallback> = new Map();\n private _rafHandle: number | null = null;\n\n addAnimationFrameCb(callback: FrameRequestCallback) {\n this.nextAnimationFrameCbs.set(++idx, callback);\n // 下一帧执行nextAnimationFrameCbs\n this.tryRunAnimationFrameNextFrame();\n return idx;\n }\n\n /**\n * 移除指定索引的回调函数\n * @param index raf索引,从1开始,相当于内部nextAnimationFrameCbs的idx + 1\n * @returns 是否移除成功\n */\n removeAnimationFrameCb(index: number): boolean {\n if (this.nextAnimationFrameCbs.has(index)) {\n this.nextAnimationFrameCbs.delete(index);\n return true;\n }\n return false;\n }\n\n protected runAnimationFrame = (time: number) => {\n this._rafHandle = null;\n const cbs = this.nextAnimationFrameCbs;\n this.nextAnimationFrameCbs = new Map();\n cbs.forEach(cb => cb(time));\n };\n\n protected tryRunAnimationFrameNextFrame = () => {\n if (this._rafHandle !== null || this.nextAnimationFrameCbs.size === 0) {\n return;\n }\n this._rafHandle = application.global.getRequestAnimationFrame()(this.runAnimationFrame);\n };\n}\n"]}
@@ -1,6 +1,8 @@
1
1
  export function drawPolygon(path, points, x, y) {
2
- path.moveTo(points[0].x + x, points[0].y + y);
3
- for (let i = 1; i < points.length; i++) path.lineTo(points[i].x + x, points[i].y + y);
2
+ if (points && points.length) {
3
+ path.moveTo(points[0].x + x, points[0].y + y);
4
+ for (let i = 1; i < points.length; i++) path.lineTo(points[i].x + x, points[i].y + y);
5
+ }
4
6
  }
5
7
 
6
8
  export function drawRoundedPolygon(path, points, x, y, cornerRadius, closePath = !0) {
@@ -35,4 +37,5 @@ function getProportionPoint(point, segment, length, dx, dy) {
35
37
  x: point.x - dx * factor,
36
38
  y: point.y - dy * factor
37
39
  };
38
- }
40
+ }
41
+ //# sourceMappingURL=polygon.js.map
@@ -1 +1 @@
1
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i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n cornerRadius: number | number[],\n closePath: boolean = true\n) {\n if (points.length < 3) {\n drawPolygon(path, points, x, y);\n return;\n }\n\n let startI = 0;\n let endI = points.length - 1;\n if (!closePath) {\n startI += 1;\n endI -= 1;\n path.moveTo(points[0].x + x, points[0].y + y);\n }\n for (let i = startI; i <= endI; i++) {\n const p1 = points[i === 0 ? endI : (i - 1) % points.length];\n const angularPoint = points[i % points.length];\n const p2 = points[(i + 1) % points.length];\n\n //Vector 1\n const dx1 = angularPoint.x - p1.x;\n const dy1 = angularPoint.y - p1.y;\n\n //Vector 2\n const dx2 = angularPoint.x - p2.x;\n const dy2 = angularPoint.y - p2.y;\n\n //Angle between vector 1 and vector 2 divided by 2\n const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;\n\n // The length of segment between angular point and the\n // points of intersection with the circle of a given radius\n const tan = Math.abs(Math.tan(angle));\n\n // get config radius\n let radius = Array.isArray(cornerRadius) ? cornerRadius[i % points.length] ?? 0 : cornerRadius;\n let segment = radius / tan;\n\n //Check the segment\n const length1 = getLength(dx1, dy1);\n const length2 = getLength(dx2, dy2);\n\n const length = Math.min(length1, length2);\n\n if (segment > length) {\n segment = length;\n radius = length * tan;\n }\n\n // Points of intersection are calculated by the proportion between\n // the coordinates of the vector, length of vector and the length of the segment.\n const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1);\n const p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2);\n\n // Calculation of the coordinates of the circle\n // center by the addition of angular vectors.\n const dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;\n const dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;\n\n const L = getLength(dx, dy);\n const d = getLength(segment, radius);\n\n const circlePoint = getProportionPoint(angularPoint, d, L, dx, dy);\n\n //StartAngle and EndAngle of arc\n let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);\n const endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);\n\n //Sweep angle\n let sweepAngle = endAngle - startAngle;\n\n //Some additional checks\n if (sweepAngle < 0) {\n startAngle = endAngle;\n sweepAngle = -sweepAngle;\n }\n\n if (sweepAngle > Math.PI) {\n sweepAngle = sweepAngle - Math.PI;\n }\n\n if (i === 0) {\n path.moveTo(p1Cross.x + x, p1Cross.y + y);\n } else {\n path.lineTo(p1Cross.x + x, p1Cross.y + y);\n }\n\n if (sweepAngle) {\n path.arcTo(angularPoint.x + x, angularPoint.y + y, p2Cross.x + x, p2Cross.y + y, radius);\n }\n\n path.lineTo(p2Cross.x + x, p2Cross.y + y);\n }\n\n if (!closePath) {\n path.lineTo(points[endI + 1].x + x, points[endI + 1].y + y);\n }\n}\n\nfunction getLength(dx: number, dy: number) {\n return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction getProportionPoint(point: IPointLike, segment: number, length: number, dx: number, dy: number) {\n const factor = segment / length;\n\n return {\n x: point.x - dx * factor,\n y: point.y - dy * factor\n };\n}\n"]}
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i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n cornerRadius: number | number[],\n closePath: boolean = true\n) {\n if (points.length < 3) {\n drawPolygon(path, points, x, y);\n return;\n }\n\n let startI = 0;\n let endI = points.length - 1;\n if (!closePath) {\n startI += 1;\n endI -= 1;\n path.moveTo(points[0].x + x, points[0].y + y);\n }\n for (let i = startI; i <= endI; i++) {\n const p1 = points[i === 0 ? endI : (i - 1) % points.length];\n const angularPoint = points[i % points.length];\n const p2 = points[(i + 1) % points.length];\n\n //Vector 1\n const dx1 = angularPoint.x - p1.x;\n const dy1 = angularPoint.y - p1.y;\n\n //Vector 2\n const dx2 = angularPoint.x - p2.x;\n const dy2 = angularPoint.y - p2.y;\n\n //Angle between vector 1 and vector 2 divided by 2\n const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;\n\n // The length of segment between angular point and the\n // points of intersection with the circle of a given radius\n const tan = Math.abs(Math.tan(angle));\n\n // get config radius\n let radius = Array.isArray(cornerRadius) ? cornerRadius[i % points.length] ?? 0 : cornerRadius;\n let segment = radius / tan;\n\n //Check the segment\n const length1 = getLength(dx1, dy1);\n const length2 = getLength(dx2, dy2);\n\n const length = Math.min(length1, length2);\n\n if (segment > length) {\n segment = length;\n radius = length * tan;\n }\n\n // Points of intersection are calculated by the proportion between\n // the coordinates of the vector, length of vector and the length of the segment.\n const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1);\n const p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2);\n\n // Calculation of the coordinates of the circle\n // center by the addition of angular vectors.\n const dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;\n const dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;\n\n const L = getLength(dx, dy);\n const d = getLength(segment, radius);\n\n const circlePoint = getProportionPoint(angularPoint, d, L, dx, dy);\n\n //StartAngle and EndAngle of arc\n let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);\n const endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);\n\n //Sweep angle\n let sweepAngle = endAngle - startAngle;\n\n //Some additional checks\n if (sweepAngle < 0) {\n startAngle = endAngle;\n sweepAngle = -sweepAngle;\n }\n\n if (sweepAngle > Math.PI) {\n sweepAngle = sweepAngle - Math.PI;\n }\n\n if (i === 0) {\n path.moveTo(p1Cross.x + x, p1Cross.y + y);\n } else {\n path.lineTo(p1Cross.x + x, p1Cross.y + y);\n }\n\n if (sweepAngle) {\n path.arcTo(angularPoint.x + x, angularPoint.y + y, p2Cross.x + x, p2Cross.y + y, radius);\n }\n\n path.lineTo(p2Cross.x + x, p2Cross.y + y);\n }\n\n if (!closePath) {\n path.lineTo(points[endI + 1].x + x, points[endI + 1].y + y);\n }\n}\n\nfunction getLength(dx: number, dy: number) {\n return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction getProportionPoint(point: IPointLike, segment: number, length: number, dx: number, dy: number) {\n const factor = segment / length;\n\n return {\n x: point.x - dx * factor,\n y: point.y - dy * factor\n };\n}\n"]}
@@ -1,8 +1,7 @@
1
1
  import type { IPoint, IPointLike } from '@visactor/vutils';
2
- import type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
2
+ import type { ICubicBezierCurve, IDirection, IPath2D } from '../../../interface';
3
3
  import { Curve } from './base';
4
4
  export declare function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[];
5
- export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
6
5
  export declare class CubicBezierCurve extends Curve implements ICubicBezierCurve {
7
6
  type: number;
8
7
  originP1?: IPointLike;
@@ -4,20 +4,13 @@ import { Curve } from "./base";
4
4
 
5
5
  import { CurveTypeEnum, Direction } from "../../enums";
6
6
 
7
- import { cubicLength, cubicPointAt, quadPointAt } from "../../bezier-utils";
8
-
9
- import { QuadraticBezierCurve } from "./quadratic-bezier";
7
+ import { cubicLength, cubicPointAt } from "../../bezier-utils";
10
8
 
11
9
  export function divideCubic(curve, t) {
12
10
  const {p0: p0, p1: p1, p2: p2, p3: p3} = curve, pt = cubicPointAt(p0, p1, p2, p3, t), c1 = PointService.pointAtPP(p0, p1, t), c2 = PointService.pointAtPP(p1, p2, t), c3 = PointService.pointAtPP(p2, p3, t), c12 = PointService.pointAtPP(c1, c2, t), c23 = PointService.pointAtPP(c2, c3, t);
13
11
  return [ new CubicBezierCurve(p0, c1, c12, pt), new CubicBezierCurve(pt, c23, c3, p3) ];
14
12
  }
15
13
 
16
- export function divideQuad(curve, t) {
17
- const {p0: p0, p1: p1, p2: p2} = curve, pt = quadPointAt(p0, p1, p2, t), c1 = PointService.pointAtPP(p0, p1, t), c2 = PointService.pointAtPP(p1, p2, t);
18
- return [ new QuadraticBezierCurve(p0, c1, pt), new QuadraticBezierCurve(pt, c2, p2) ];
19
- }
20
-
21
14
  export class CubicBezierCurve extends Curve {
22
15
  constructor(p0, p1, p2, p3) {
23
16
  super(), this.type = CurveTypeEnum.CubicBezierCurve, this.p0 = p0, this.p1 = p1,
@@ -1 +1 @@
1
- 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[] {\n const { p0, p1, p2 } = curve;\n\n // 划分点\n const pt = quadPointAt(p0, p1, p2, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n // const c3 = PointService.pointAtPP(p2, p3, t);\n // const c12 = PointService.pointAtPP(c1, c2, t);\n // const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new QuadraticBezierCurve(p0, c1, pt);\n const curve2 = new QuadraticBezierCurve(pt, c2, p2);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
1
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
@@ -1,6 +1,7 @@
1
1
  import type { IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
2
2
  import { Curve } from './base';
3
3
  import { type IPoint, type IPointLike } from '@visactor/vutils';
4
+ export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
4
5
  export declare class QuadraticBezierCurve extends Curve implements IQuadraticBezierCurve {
5
6
  type: number;
6
7
  originP1?: IPointLike;