@visactor/vrender-core 0.22.3 → 0.22.4
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 +1 -2
- package/cjs/animate/timeline.js +2 -1
- package/cjs/canvas/empty-context.js +2 -1
- package/cjs/color-string/store.js +1 -2
- package/cjs/common/bezier-utils.js +2 -1
- package/cjs/common/matrix.js +1 -1
- package/cjs/common/morphing-utils.js +1 -1
- package/cjs/common/path-svg.js +1 -1
- package/cjs/common/polygon.js +2 -2
- package/cjs/common/rect-utils.js +1 -1
- package/cjs/common/render-area.js +1 -2
- package/cjs/common/render-command-list.js +1 -1
- package/cjs/common/render-curve.js +1 -1
- package/cjs/common/render-utils.js +1 -1
- package/cjs/common/seg-context.js +1 -1
- package/cjs/common/simplify.js +1 -1
- package/cjs/common/sort.js +1 -1
- package/cjs/common/split-path.js +1 -1
- package/cjs/core/application.js +1 -1
- package/cjs/core/camera.js +1 -1
- package/cjs/core/constants.js +1 -1
- package/cjs/core/core-modules.js +1 -1
- package/cjs/core/global-module.js +2 -0
- package/cjs/core/global.js +1 -1
- package/cjs/core/graphic-utils.js +1 -1
- package/cjs/core/index.js +1 -1
- package/cjs/core/layer-service.js +1 -1
- package/cjs/core/layer.js +1 -1
- package/cjs/core/light.js +1 -1
- package/cjs/core/stage.js +1 -1
- package/cjs/core/window.js +1 -1
- package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js +25 -5
- package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
- package/dist/index.es.js +29 -6
- package/es/animate/custom-animate.js +1 -2
- package/es/animate/timeline.js +2 -1
- package/es/canvas/empty-context.js +2 -1
- package/es/color-string/store.js +1 -2
- package/es/common/bezier-utils.js +2 -1
- package/es/common/matrix.js +1 -1
- package/es/common/morphing-utils.js +1 -1
- package/es/common/path-svg.js +1 -1
- package/es/common/polygon.js +1 -1
- package/es/common/rect-utils.js +1 -1
- package/es/common/render-area.js +1 -2
- package/es/common/render-command-list.js +1 -1
- package/es/common/render-curve.js +1 -1
- package/es/common/render-utils.js +1 -1
- package/es/common/seg-context.js +1 -1
- package/es/common/simplify.js +1 -1
- package/es/common/sort.js +1 -1
- package/es/common/split-path.js +1 -1
- package/es/core/application.js +1 -1
- package/es/core/camera.js +1 -1
- package/es/core/constants.js +1 -1
- package/es/core/core-modules.js +1 -1
- package/es/core/global-module.js +2 -0
- package/es/core/global.js +1 -1
- package/es/core/graphic-utils.js +1 -1
- package/es/core/index.js +1 -1
- package/es/core/layer-service.js +1 -1
- package/es/core/layer.js +1 -1
- package/es/core/light.js +1 -1
- package/es/core/stage.js +1 -1
- package/es/core/window.js +1 -1
- package/es/render/contributions/render/contributions/base-texture-contribution-render.js +25 -5
- package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map +1 -1
- package/package.json +3 -3
package/cjs/animate/timeline.js
CHANGED
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@@ -209,4 +209,5 @@ let EmptyContext2d = class {
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};
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EmptyContext2d = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", [ Object, Number ]) ], EmptyContext2d),
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exports.EmptyContext2d = EmptyContext2d;
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exports.EmptyContext2d = EmptyContext2d;
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//# sourceMappingURL=empty-context.js.map
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@@ -46,4 +46,5 @@ function quadLength(p0, p1, p2, iterationCount) {
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exports.snapLength = snapLength, exports.cubicLength = cubicLength, exports.cubicCalc = cubicCalc,
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exports.cubicPointAt = cubicPointAt, exports.quadCalc = quadCalc, exports.quadPointAt = quadPointAt,
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exports.quadLength = quadLength;
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exports.quadLength = quadLength;
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//# sourceMappingURL=bezier-utils.js.map
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package/cjs/common/matrix.js
CHANGED
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@@ -129,4 +129,4 @@ exports.identityMat4 = identityMat4, exports.rotateX = rotateX, exports.rotateY
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exports.rotateZ = rotateZ, exports.translate = translate, exports.mat3Tomat4 = mat3Tomat4,
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exports.multiplyMat4Mat3 = multiplyMat4Mat3, exports.scaleMat4 = scaleMat4, exports.multiplyMat4Mat4 = multiplyMat4Mat4,
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exports.lookAt = lookAt, exports.ortho = ortho, exports.transformMat4 = transformMat4;
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//# sourceMappingURL=matrix.js.map
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//# sourceMappingURL=matrix.js.map
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@@ -292,4 +292,4 @@ function bezierCurversToPath(bezierCurves) {
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exports.pathToBezierCurves = pathToBezierCurves, exports.applyTransformOnBezierCurves = applyTransformOnBezierCurves,
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exports.bezierCurversToPath = bezierCurversToPath;
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//# sourceMappingURL=morphing-utils.js.map
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//# sourceMappingURL=morphing-utils.js.map
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package/cjs/common/path-svg.js
CHANGED
package/cjs/common/polygon.js
CHANGED
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@@ -39,8 +39,8 @@ function getProportionPoint(point, segment, length, dx, dy) {
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};
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}
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//# sourceMappingURL=polygon.js.map
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Object.defineProperty(exports, "__esModule", {
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value: !0
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}), exports.drawRoundedPolygon = exports.drawPolygon = void 0, exports.drawPolygon = drawPolygon,
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exports.drawRoundedPolygon = drawRoundedPolygon;
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//# sourceMappingURL=polygon.js.map
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exports.drawRoundedPolygon = drawRoundedPolygon;
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package/cjs/common/rect-utils.js
CHANGED
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@@ -99,4 +99,4 @@ function drawIncrementalAreaSegments(path, lastSeg, segments, params) {
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exports.drawSegments = drawSegments, exports.drawIncrementalSegments = drawIncrementalSegments,
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exports.drawIncrementalAreaSegments = drawIncrementalAreaSegments;
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//# sourceMappingURL=render-curve.js.map
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//# sourceMappingURL=render-curve.js.map
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package/cjs/common/simplify.js
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@@ -36,4 +36,4 @@ function flatten_simplify(points, tolerance, highestQuality) {
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Object.defineProperty(exports, "__esModule", {
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value: !0
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}), exports.flatten_simplify = void 0, exports.flatten_simplify = flatten_simplify;
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//# sourceMappingURL=simplify.js.map
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//# sourceMappingURL=simplify.js.map
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package/cjs/common/sort.js
CHANGED
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@@ -101,4 +101,4 @@ Object.defineProperty(exports, "__esModule", {
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value: !0
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}), exports.findNextGraphic = exports.foreachAsync = exports.foreach = void 0, exports.foreach = foreach,
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exports.foreachAsync = foreachAsync, exports.findNextGraphic = findNextGraphic;
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//# sourceMappingURL=sort.js.map
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//# sourceMappingURL=sort.js.map
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package/cjs/common/split-path.js
CHANGED
package/cjs/core/application.js
CHANGED
package/cjs/core/camera.js
CHANGED
package/cjs/core/constants.js
CHANGED
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@@ -7,4 +7,4 @@ exports.TransformUtil = Symbol.for("TransformUtil"), exports.GraphicUtil = Symbo
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exports.LayerService = Symbol.for("LayerService"), exports.StaticLayerHandlerContribution = Symbol.for("StaticLayerHandlerContribution"),
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exports.DynamicLayerHandlerContribution = Symbol.for("DynamicLayerHandlerContribution"),
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exports.VirtualLayerHandlerContribution = Symbol.for("VirtualLayerHandlerContribution");
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//# sourceMappingURL=constants.js.map
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//# sourceMappingURL=constants.js.map
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package/cjs/core/core-modules.js
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@@ -12,4 +12,4 @@ exports.default = new inversify_lite_1.ContainerModule((bind => {
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bind(constants_1.TransformUtil).to(graphic_utils_1.DefaultTransformUtil).inSingletonScope(),
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bind(constants_1.LayerService).to(layer_service_1.DefaultLayerService).inSingletonScope();
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}));
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//# sourceMappingURL=core-modules.js.map
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//# sourceMappingURL=core-modules.js.map
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package/cjs/core/global.js
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@@ -220,4 +220,4 @@ DefaultGlobal = __decorate([ (0, inversify_lite_1.injectable)(), __param(0, (0,
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inversify_lite_1.inject)(contribution_provider_1.ContributionProvider)), __param(0, (0,
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inversify_lite_1.named)(constants_1.EnvContribution)), __metadata("design:paramtypes", [ Object ]) ], DefaultGlobal),
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exports.DefaultGlobal = DefaultGlobal;
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//# sourceMappingURL=global.js.map
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//# sourceMappingURL=global.js.map
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@@ -172,4 +172,4 @@ let DefaultTransformUtil = class {
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DefaultTransformUtil = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], DefaultTransformUtil),
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exports.DefaultTransformUtil = DefaultTransformUtil;
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//# sourceMappingURL=graphic-utils.js.map
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//# sourceMappingURL=graphic-utils.js.map
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package/cjs/core/index.js
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@@ -22,4 +22,4 @@ __exportStar(require("./layer"), exports), __exportStar(require("./stage"), expo
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__exportStar(require("./graphic-utils"), exports), __exportStar(require("./contributions"), exports),
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__exportStar(require("./layer-service"), exports), __exportStar(require("./constants"), exports),
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__exportStar(require("../interface/core"), exports);
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//# sourceMappingURL=index.js.map
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//# sourceMappingURL=index.js.map
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@@ -80,4 +80,4 @@ let DefaultLayerService = DefaultLayerService_1 = class {
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DefaultLayerService.idprefix = "visactor_layer", DefaultLayerService.prefix_count = 0,
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DefaultLayerService = DefaultLayerService_1 = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], DefaultLayerService),
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exports.DefaultLayerService = DefaultLayerService;
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//# sourceMappingURL=layer-service.js.map
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//# sourceMappingURL=layer-service.js.map
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package/cjs/core/layer.js
CHANGED
package/cjs/core/light.js
CHANGED
package/cjs/core/stage.js
CHANGED
package/cjs/core/window.js
CHANGED
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@@ -153,4 +153,4 @@ let DefaultWindow = class {
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DefaultWindow = __decorate([ (0, inversify_lite_1.injectable)(), __metadata("design:paramtypes", []) ], DefaultWindow),
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exports.DefaultWindow = DefaultWindow;
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//# sourceMappingURL=window.js.map
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//# sourceMappingURL=window.js.map
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@@ -104,6 +104,7 @@ class DefaultBaseTextureRenderContribution {
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texture && this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);
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}
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drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding) {
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var _a;
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const {textureRatio: textureRatio = graphicAttribute.textureRatio, textureOptions: textureOptions = null} = graphic.attribute;
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let pattern = this.textureMap.get(texture);
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if (!pattern) switch (texture) {
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pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);
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}
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if (textureOptions && textureOptions.dynamicTexture) {
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const
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const {gridConfig: gridConfig = {}, useNewCanvas: useNewCanvas} = textureOptions, b = graphic.AABBBounds;
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x = b.x1, y = b.y1;
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const originalContext = context;
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let newCanvas;
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if (useNewCanvas) {
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newCanvas = canvas_allocate_1.canvasAllocate.allocate({
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width: b.width(),
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height: b.height(),
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dpr: context.dpr
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});
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const ctx = newCanvas.getContext("2d");
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ctx.clearRect(0, 0, b.width(), b.height()), x = 0, y = 0, context = ctx;
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}
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if (originalContext.save(), graphic.parent && !graphic.transMatrix.onlyTranslate()) {
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const {scrollX: scrollX = 0, scrollY: scrollY = 0} = graphic.parent.attribute;
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originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix), originalContext.translate(scrollX, scrollY, !0);
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}
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originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
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originalContext.clip();
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const width = b.width(), height = b.height(), padding = texturePadding, cellSize = textureSize, gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize), gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize), gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : 2 * padding, gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : 2 * padding;
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this._tempSymbolGraphic || (this._tempSymbolGraphic = (0, graphic_1.createSymbol)({}));
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const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize, sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;
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this._tempSymbolGraphic.setAttributes({
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const parsedPath = this._tempSymbolGraphic.getParsedPath();
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for (let i = 0; i < gridRows; i++) for (let j = 0; j < gridColumns; j++) {
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const _x = x + cellSize / 2 + j * cellSize, _y = y + cellSize / 2 + i * cellSize;
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null === (_a = textureOptions.beforeDynamicTexture) || void 0 === _a || _a.call(textureOptions, context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height()),
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context.beginPath(), !1 === parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) && context.closePath(),
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context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);
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context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
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}
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useNewCanvas && (originalContext.globalAlpha = 1, originalContext.drawImage(newCanvas.nativeCanvas, 0, 0, newCanvas.nativeCanvas.width, newCanvas.nativeCanvas.height, b.x1, b.y1, b.width() * originalContext.dpr, b.height() * originalContext.dpr)),
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originalContext.restore();
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} else if (pattern) context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
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context.fillStyle = pattern, context.fill(), context.highPerformanceRestore(); else if ("wave" === texture) {
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context.save(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
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package/cjs/render/contributions/render/contributions/base-texture-contribution-render.js.map
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1
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n IContext2d,\n IDrawContext,\n IGraphic,\n IGraphicAttribute,\n IStage,\n ISymbol,\n IThemeAttribute\n} from '../../../../interface';\nimport { pi2 } from '@visactor/vutils';\n\nfunction formatRatio(ratio: number) {\n if (ratio <= 0.5) {\n return ratio * 4 - 1;\n }\n return -4 * ratio + 3;\n}\n\nfunction drawWave(\n ctx: IContext2d,\n ratio: number,\n boundsWidth: number,\n boundsHeight: number,\n textureOptions: {\n fill: string;\n percent: number;\n frequency: number;\n amplitude: number;\n opacity?: number;\n phi?: number;\n },\n offsetX: number,\n offsetY: number\n) {\n const { fill = 'orange', percent = 0.6, frequency = 4, opacity, phi = 0 } = textureOptions;\n let { amplitude = 10 } = textureOptions;\n amplitude = amplitude * formatRatio(ratio);\n\n const height = boundsHeight * (1 - percent);\n const width = boundsWidth;\n\n const step = Math.max(Math.round(width / 70), 2);\n ctx.beginPath();\n ctx.moveTo(0 + offsetX, boundsHeight + offsetY);\n ctx.lineTo(0 + offsetX, height + offsetY);\n const delta = (width / frequency) * ratio;\n const c = width / Math.PI / (frequency * 2);\n\n for (let i = 0; i < width; i += step) {\n const y = amplitude * Math.sin((i + delta + phi) / c + phi);\n ctx.lineTo(i + offsetX, height + y + offsetY);\n }\n\n ctx.lineTo(width + offsetX, boundsHeight + offsetY);\n ctx.closePath();\n\n ctx.fillStyle = fill;\n if (isFinite(opacity)) {\n ctx.globalAlpha = opacity;\n }\n ctx.fill();\n}\n\nexport class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n textureMap?: Map<string, CanvasPattern>;\n order: number = 10;\n _tempSymbolGraphic: ISymbol | null = null;\n\n createCommonPattern(\n size: number,\n padding: number,\n color: string,\n targetContext: IContext2d,\n cb: (r: number, targetContext: IContext2d) => void\n ) {\n const r = (size - padding * 2) / 2;\n const dpr = targetContext.dpr;\n const canvas = canvasAllocate.allocate({ width: size, height: size, dpr });\n const ctx = canvas.getContext('2d');\n if (!ctx) {\n return null;\n }\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, size, size);\n //setup up design for pattern\n cb(r, ctx);\n const pattern = targetContext.createPattern(canvas.nativeCanvas, 'repeat');\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n\n canvasAllocate.free(canvas);\n return pattern;\n }\n\n createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.fillStyle = color;\n ctx.arc(r, r, r, 0, pi2);\n ctx.fill();\n });\n }\n\n createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = size / 2;\n const y = x;\n ctx.fillStyle = color;\n ctx.moveTo(x, y - r);\n ctx.lineTo(r + x, y);\n ctx.lineTo(x, y + r);\n ctx.lineTo(x - r, y);\n ctx.closePath();\n ctx.fill();\n });\n }\n\n createRectPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, r * 2);\n });\n }\n\n createVerticalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = 0;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, size);\n });\n }\n\n createHorizontalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = 0;\n const y = padding;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, size, r * 2);\n });\n }\n\n createBiasLRLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(0, 0);\n ctx.lineTo(size, size);\n const dx = size / 2;\n const dy = -dx;\n ctx.moveTo(dx, dy);\n ctx.lineTo(dx + size, dy + size);\n ctx.moveTo(-dx, -dy);\n ctx.lineTo(-dx + size, -dy + size);\n ctx.stroke();\n });\n }\n\n createBiasRLLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(size, 0);\n ctx.lineTo(0, size);\n const dx = size / 2;\n const dy = dx;\n ctx.moveTo(size + dx, dy);\n ctx.lineTo(dx, dy + size);\n ctx.moveTo(size - dx, -dy);\n ctx.lineTo(-dx, -dy + size);\n ctx.stroke();\n });\n }\n\n createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r, r);\n ctx.fillRect(x + r, y + r, r, r);\n });\n }\n\n initTextureMap(ctx: IContext2d, stage: IStage) {\n this.textureMap = new Map();\n // ResourceLoader.GetImage(rect1, {\n // imageLoadFail: () => {\n // return;\n // },\n // imageLoadSuccess: (url, img) => {\n // const pattern = ctx.createPattern(img, 'repeat');\n // this.textureMap.set('rect1', pattern);\n // stage && stage.renderNextFrame();\n // }\n // });\n }\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this.textureMap) {\n this.initTextureMap(context, graphic.stage);\n }\n const {\n texture = graphicAttribute.texture,\n textureColor = graphicAttribute.textureColor,\n textureSize = graphicAttribute.textureSize,\n texturePadding = graphicAttribute.texturePadding\n } = graphic.attribute;\n if (!texture) {\n return;\n }\n this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);\n }\n\n protected drawTexture(\n texture: string,\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n graphicAttribute: Required<IGraphicAttribute>,\n textureColor: string,\n textureSize: number,\n texturePadding: number\n ) {\n const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;\n let pattern: CanvasPattern = this.textureMap.get(texture);\n\n if (!pattern) {\n switch (texture) {\n case 'circle':\n pattern = this.createCirclePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'diamond':\n pattern = this.createDiamondPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'rect':\n pattern = this.createRectPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'vertical-line':\n pattern = this.createVerticalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'horizontal-line':\n pattern = this.createHorizontalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-lr':\n pattern = this.createBiasLRLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-rl':\n pattern = this.createBiasRLLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'grid':\n pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);\n break;\n }\n }\n\n if (textureOptions && textureOptions.dynamicTexture) {\n // 动态纹理\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const { gridConfig = {} } = textureOptions;\n const b = graphic.AABBBounds;\n const width = b.width();\n const height = b.height();\n const padding = texturePadding;\n const cellSize = textureSize;\n const gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize);\n const gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize);\n const gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : padding * 2;\n const gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : padding * 2;\n if (!this._tempSymbolGraphic) {\n this._tempSymbolGraphic = createSymbol({});\n }\n const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize;\n const sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;\n this._tempSymbolGraphic.setAttributes({\n size: [sizeW - gutterColumn, sizeH - gutterRow],\n symbolType: texture\n });\n const parsedPath = this._tempSymbolGraphic.getParsedPath();\n for (let i = 0; i < gridRows; i++) {\n for (let j = 0; j < gridColumns; j++) {\n const _x = x + cellSize / 2 + j * cellSize;\n const _y = y + cellSize / 2 + i * cellSize;\n context.beginPath();\n if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {\n context.closePath();\n }\n context.fillStyle = textureColor;\n textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);\n }\n }\n\n context.restore();\n } else if (pattern) {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = pattern;\n context.fill();\n context.highPerformanceRestore();\n } else if (texture === 'wave') {\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const b = graphic.AABBBounds;\n drawWave(\n context,\n textureRatio,\n b.width(),\n b.height(),\n { ...(textureOptions || {}), fill: textureColor },\n x + b.x1 - x,\n y + b.y1 - y\n );\n context.restore();\n }\n }\n}\n\nexport const defaultBaseTextureRenderContribution = new DefaultBaseTextureRenderContribution();\n"]}
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+
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n ICanvas,\n IContext2d,\n IDrawContext,\n IGraphic,\n IGraphicAttribute,\n IStage,\n ISymbol,\n IThemeAttribute\n} from '../../../../interface';\nimport { pi2 } from '@visactor/vutils';\n\nfunction formatRatio(ratio: number) {\n if (ratio <= 0.5) {\n return ratio * 4 - 1;\n }\n return -4 * ratio + 3;\n}\n\nfunction drawWave(\n ctx: IContext2d,\n ratio: number,\n boundsWidth: number,\n boundsHeight: number,\n textureOptions: {\n fill: string;\n percent: number;\n frequency: number;\n amplitude: number;\n opacity?: number;\n phi?: number;\n },\n offsetX: number,\n offsetY: number\n) {\n const { fill = 'orange', percent = 0.6, frequency = 4, opacity, phi = 0 } = textureOptions;\n let { amplitude = 10 } = textureOptions;\n amplitude = amplitude * formatRatio(ratio);\n\n const height = boundsHeight * (1 - percent);\n const width = boundsWidth;\n\n const step = Math.max(Math.round(width / 70), 2);\n ctx.beginPath();\n ctx.moveTo(0 + offsetX, boundsHeight + offsetY);\n ctx.lineTo(0 + offsetX, height + offsetY);\n const delta = (width / frequency) * ratio;\n const c = width / Math.PI / (frequency * 2);\n\n for (let i = 0; i < width; i += step) {\n const y = amplitude * Math.sin((i + delta + phi) / c + phi);\n ctx.lineTo(i + offsetX, height + y + offsetY);\n }\n\n ctx.lineTo(width + offsetX, boundsHeight + offsetY);\n ctx.closePath();\n\n ctx.fillStyle = fill;\n if (isFinite(opacity)) {\n ctx.globalAlpha = opacity;\n }\n ctx.fill();\n}\n\nexport class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n textureMap?: Map<string, CanvasPattern>;\n order: number = 10;\n _tempSymbolGraphic: ISymbol | null = null;\n\n createCommonPattern(\n size: number,\n padding: number,\n color: string,\n targetContext: IContext2d,\n cb: (r: number, targetContext: IContext2d) => void\n ) {\n const r = (size - padding * 2) / 2;\n const dpr = targetContext.dpr;\n const canvas = canvasAllocate.allocate({ width: size, height: size, dpr });\n const ctx = canvas.getContext('2d');\n if (!ctx) {\n return null;\n }\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, size, size);\n //setup up design for pattern\n cb(r, ctx);\n const pattern = targetContext.createPattern(canvas.nativeCanvas, 'repeat');\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n\n canvasAllocate.free(canvas);\n return pattern;\n }\n\n createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.fillStyle = color;\n ctx.arc(r, r, r, 0, pi2);\n ctx.fill();\n });\n }\n\n createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = size / 2;\n const y = x;\n ctx.fillStyle = color;\n ctx.moveTo(x, y - r);\n ctx.lineTo(r + x, y);\n ctx.lineTo(x, y + r);\n ctx.lineTo(x - r, y);\n ctx.closePath();\n ctx.fill();\n });\n }\n\n createRectPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, r * 2);\n });\n }\n\n createVerticalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = 0;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, size);\n });\n }\n\n createHorizontalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = 0;\n const y = padding;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, size, r * 2);\n });\n }\n\n createBiasLRLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(0, 0);\n ctx.lineTo(size, size);\n const dx = size / 2;\n const dy = -dx;\n ctx.moveTo(dx, dy);\n ctx.lineTo(dx + size, dy + size);\n ctx.moveTo(-dx, -dy);\n ctx.lineTo(-dx + size, -dy + size);\n ctx.stroke();\n });\n }\n\n createBiasRLLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(size, 0);\n ctx.lineTo(0, size);\n const dx = size / 2;\n const dy = dx;\n ctx.moveTo(size + dx, dy);\n ctx.lineTo(dx, dy + size);\n ctx.moveTo(size - dx, -dy);\n ctx.lineTo(-dx, -dy + size);\n ctx.stroke();\n });\n }\n\n createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r, r);\n ctx.fillRect(x + r, y + r, r, r);\n });\n }\n\n initTextureMap(ctx: IContext2d, stage: IStage) {\n this.textureMap = new Map();\n // ResourceLoader.GetImage(rect1, {\n // imageLoadFail: () => {\n // return;\n // },\n // imageLoadSuccess: (url, img) => {\n // const pattern = ctx.createPattern(img, 'repeat');\n // this.textureMap.set('rect1', pattern);\n // stage && stage.renderNextFrame();\n // }\n // });\n }\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this.textureMap) {\n this.initTextureMap(context, graphic.stage);\n }\n const {\n texture = graphicAttribute.texture,\n textureColor = graphicAttribute.textureColor,\n textureSize = graphicAttribute.textureSize,\n texturePadding = graphicAttribute.texturePadding\n } = graphic.attribute;\n if (!texture) {\n return;\n }\n this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);\n }\n\n protected drawTexture(\n texture: string,\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n graphicAttribute: Required<IGraphicAttribute>,\n textureColor: string,\n textureSize: number,\n texturePadding: number\n ) {\n const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;\n let pattern: CanvasPattern = this.textureMap.get(texture);\n\n if (!pattern) {\n switch (texture) {\n case 'circle':\n pattern = this.createCirclePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'diamond':\n pattern = this.createDiamondPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'rect':\n pattern = this.createRectPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'vertical-line':\n pattern = this.createVerticalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'horizontal-line':\n pattern = this.createHorizontalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-lr':\n pattern = this.createBiasLRLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-rl':\n pattern = this.createBiasRLLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'grid':\n pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);\n break;\n }\n }\n\n if (textureOptions && textureOptions.dynamicTexture) {\n // 动态纹理\n const { gridConfig = {}, useNewCanvas } = textureOptions;\n const b = graphic.AABBBounds;\n x = b.x1;\n y = b.y1;\n const originalContext = context;\n\n let newCanvas: ICanvas;\n if (useNewCanvas) {\n newCanvas = canvasAllocate.allocate({ width: b.width(), height: b.height(), dpr: context.dpr });\n const ctx = newCanvas.getContext('2d');\n ctx.clearRect(0, 0, b.width(), b.height());\n x = 0;\n y = 0;\n context = ctx;\n }\n originalContext.save();\n // 避免本级已经transform过了,再用Bounds就重复了\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix);\n originalContext.translate(scrollX, scrollY, true);\n }\n originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n originalContext.clip();\n\n const width = b.width();\n const height = b.height();\n const padding = texturePadding;\n const cellSize = textureSize;\n const gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize);\n const gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize);\n const gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : padding * 2;\n const gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : padding * 2;\n if (!this._tempSymbolGraphic) {\n this._tempSymbolGraphic = createSymbol({});\n }\n const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize;\n const sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;\n this._tempSymbolGraphic.setAttributes({\n size: [sizeW - gutterColumn, sizeH - gutterRow],\n symbolType: texture\n });\n const parsedPath = this._tempSymbolGraphic.getParsedPath();\n for (let i = 0; i < gridRows; i++) {\n for (let j = 0; j < gridColumns; j++) {\n const _x = x + cellSize / 2 + j * cellSize;\n const _y = y + cellSize / 2 + i * cellSize;\n textureOptions.beforeDynamicTexture?.(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\n context.beginPath();\n if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {\n context.closePath();\n }\n context.fillStyle = textureColor;\n textureOptions.dynamicTexture(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\n }\n }\n if (useNewCanvas) {\n // 不使用外部的opacity,动态纹理的opacity自己设置\n originalContext.globalAlpha = 1;\n originalContext.drawImage(\n newCanvas.nativeCanvas,\n 0,\n 0,\n newCanvas.nativeCanvas.width,\n newCanvas.nativeCanvas.height,\n b.x1,\n b.y1,\n b.width() * originalContext.dpr,\n b.height() * originalContext.dpr\n );\n }\n\n originalContext.restore();\n } else if (pattern) {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = pattern;\n context.fill();\n context.highPerformanceRestore();\n } else if (texture === 'wave') {\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const b = graphic.AABBBounds;\n drawWave(\n context,\n textureRatio,\n b.width(),\n b.height(),\n { ...(textureOptions || {}), fill: textureColor },\n x + b.x1 - x,\n y + b.y1 - y\n );\n context.restore();\n }\n }\n}\n\nexport const defaultBaseTextureRenderContribution = new DefaultBaseTextureRenderContribution();\n"]}
|
package/dist/index.es.js
CHANGED
|
@@ -20347,6 +20347,7 @@ class DefaultBaseTextureRenderContribution {
|
|
|
20347
20347
|
this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);
|
|
20348
20348
|
}
|
|
20349
20349
|
drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding) {
|
|
20350
|
+
var _a;
|
|
20350
20351
|
const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;
|
|
20351
20352
|
let pattern = this.textureMap.get(texture);
|
|
20352
20353
|
if (!pattern) {
|
|
@@ -20378,11 +20379,28 @@ class DefaultBaseTextureRenderContribution {
|
|
|
20378
20379
|
}
|
|
20379
20380
|
}
|
|
20380
20381
|
if (textureOptions && textureOptions.dynamicTexture) {
|
|
20381
|
-
|
|
20382
|
-
context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);
|
|
20383
|
-
context.clip();
|
|
20384
|
-
const { gridConfig = {} } = textureOptions;
|
|
20382
|
+
const { gridConfig = {}, useNewCanvas } = textureOptions;
|
|
20385
20383
|
const b = graphic.AABBBounds;
|
|
20384
|
+
x = b.x1;
|
|
20385
|
+
y = b.y1;
|
|
20386
|
+
const originalContext = context;
|
|
20387
|
+
let newCanvas;
|
|
20388
|
+
if (useNewCanvas) {
|
|
20389
|
+
newCanvas = canvasAllocate.allocate({ width: b.width(), height: b.height(), dpr: context.dpr });
|
|
20390
|
+
const ctx = newCanvas.getContext('2d');
|
|
20391
|
+
ctx.clearRect(0, 0, b.width(), b.height());
|
|
20392
|
+
x = 0;
|
|
20393
|
+
y = 0;
|
|
20394
|
+
context = ctx;
|
|
20395
|
+
}
|
|
20396
|
+
originalContext.save();
|
|
20397
|
+
if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {
|
|
20398
|
+
const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;
|
|
20399
|
+
originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix);
|
|
20400
|
+
originalContext.translate(scrollX, scrollY, true);
|
|
20401
|
+
}
|
|
20402
|
+
originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);
|
|
20403
|
+
originalContext.clip();
|
|
20386
20404
|
const width = b.width();
|
|
20387
20405
|
const height = b.height();
|
|
20388
20406
|
const padding = texturePadding;
|
|
@@ -20405,15 +20423,20 @@ class DefaultBaseTextureRenderContribution {
|
|
|
20405
20423
|
for (let j = 0; j < gridColumns; j++) {
|
|
20406
20424
|
const _x = x + cellSize / 2 + j * cellSize;
|
|
20407
20425
|
const _y = y + cellSize / 2 + i * cellSize;
|
|
20426
|
+
(_a = textureOptions.beforeDynamicTexture) === null || _a === void 0 ? void 0 : _a.call(textureOptions, context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
|
|
20408
20427
|
context.beginPath();
|
|
20409
20428
|
if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {
|
|
20410
20429
|
context.closePath();
|
|
20411
20430
|
}
|
|
20412
20431
|
context.fillStyle = textureColor;
|
|
20413
|
-
textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);
|
|
20432
|
+
textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
|
|
20414
20433
|
}
|
|
20415
20434
|
}
|
|
20416
|
-
|
|
20435
|
+
if (useNewCanvas) {
|
|
20436
|
+
originalContext.globalAlpha = 1;
|
|
20437
|
+
originalContext.drawImage(newCanvas.nativeCanvas, 0, 0, newCanvas.nativeCanvas.width, newCanvas.nativeCanvas.height, b.x1, b.y1, b.width() * originalContext.dpr, b.height() * originalContext.dpr);
|
|
20438
|
+
}
|
|
20439
|
+
originalContext.restore();
|
|
20417
20440
|
}
|
|
20418
20441
|
else if (pattern) {
|
|
20419
20442
|
context.highPerformanceSave();
|
package/es/animate/timeline.js
CHANGED
|
@@ -215,4 +215,5 @@ let EmptyContext2d = class {
|
|
|
215
215
|
|
|
216
216
|
EmptyContext2d = __decorate([ injectable(), __metadata("design:paramtypes", [ Object, Number ]) ], EmptyContext2d);
|
|
217
217
|
|
|
218
|
-
export { EmptyContext2d };
|
|
218
|
+
export { EmptyContext2d };
|
|
219
|
+
//# sourceMappingURL=empty-context.js.map
|
package/es/color-string/store.js
CHANGED
package/es/common/matrix.js
CHANGED
|
@@ -118,4 +118,4 @@ export function transformMat4(out, a, m) {
|
|
|
118
118
|
return w = w || 1, out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w, out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w,
|
|
119
119
|
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w, out;
|
|
120
120
|
}
|
|
121
|
-
//# sourceMappingURL=matrix.js.map
|
|
121
|
+
//# sourceMappingURL=matrix.js.map
|
package/es/common/path-svg.js
CHANGED
package/es/common/polygon.js
CHANGED
package/es/common/rect-utils.js
CHANGED
package/es/common/render-area.js
CHANGED
package/es/common/seg-context.js
CHANGED
package/es/common/simplify.js
CHANGED
|
@@ -30,4 +30,4 @@ export function flatten_simplify(points, tolerance, highestQuality) {
|
|
|
30
30
|
if (points.length <= 10) return points;
|
|
31
31
|
return points = highestQuality ? points : simplifyRadialDist(points, void 0 !== tolerance ? tolerance * tolerance : 1);
|
|
32
32
|
}
|
|
33
|
-
//# sourceMappingURL=simplify.js.map
|
|
33
|
+
//# sourceMappingURL=simplify.js.map
|
package/es/common/sort.js
CHANGED
package/es/common/split-path.js
CHANGED
package/es/core/application.js
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
1
|
export const ApplicationContribution = Symbol("ApplicationContribution");
|
|
2
|
-
//# sourceMappingURL=application.js.map
|
|
2
|
+
//# sourceMappingURL=application.js.map
|
package/es/core/camera.js
CHANGED
package/es/core/constants.js
CHANGED
|
@@ -9,4 +9,4 @@ export const StaticLayerHandlerContribution = Symbol.for("StaticLayerHandlerCont
|
|
|
9
9
|
export const DynamicLayerHandlerContribution = Symbol.for("DynamicLayerHandlerContribution");
|
|
10
10
|
|
|
11
11
|
export const VirtualLayerHandlerContribution = Symbol.for("VirtualLayerHandlerContribution");
|
|
12
|
-
//# sourceMappingURL=constants.js.map
|
|
12
|
+
//# sourceMappingURL=constants.js.map
|
package/es/core/core-modules.js
CHANGED
|
@@ -17,4 +17,4 @@ export default new ContainerModule((bind => {
|
|
|
17
17
|
bind(GraphicUtil).to(DefaultGraphicUtil).inSingletonScope(), bind(TransformUtil).to(DefaultTransformUtil).inSingletonScope(),
|
|
18
18
|
bind(LayerService).to(DefaultLayerService).inSingletonScope();
|
|
19
19
|
}));
|
|
20
|
-
//# sourceMappingURL=core-modules.js.map
|
|
20
|
+
//# sourceMappingURL=core-modules.js.map
|
package/es/core/global-module.js
CHANGED
package/es/core/global.js
CHANGED
|
@@ -223,4 +223,4 @@ let DefaultGlobal = class {
|
|
|
223
223
|
DefaultGlobal = __decorate([ injectable(), __param(0, inject(ContributionProvider)), __param(0, named(EnvContribution)), __metadata("design:paramtypes", [ Object ]) ], DefaultGlobal);
|
|
224
224
|
|
|
225
225
|
export { DefaultGlobal };
|
|
226
|
-
//# sourceMappingURL=global.js.map
|
|
226
|
+
//# sourceMappingURL=global.js.map
|
package/es/core/graphic-utils.js
CHANGED
|
@@ -184,4 +184,4 @@ let DefaultTransformUtil = class {
|
|
|
184
184
|
DefaultTransformUtil = __decorate([ injectable(), __metadata("design:paramtypes", []) ], DefaultTransformUtil);
|
|
185
185
|
|
|
186
186
|
export { DefaultTransformUtil };
|
|
187
|
-
//# sourceMappingURL=graphic-utils.js.map
|
|
187
|
+
//# sourceMappingURL=graphic-utils.js.map
|
package/es/core/index.js
CHANGED
package/es/core/layer-service.js
CHANGED
|
@@ -83,4 +83,4 @@ DefaultLayerService.idprefix = "visactor_layer", DefaultLayerService.prefix_coun
|
|
|
83
83
|
DefaultLayerService = DefaultLayerService_1 = __decorate([ injectable(), __metadata("design:paramtypes", []) ], DefaultLayerService);
|
|
84
84
|
|
|
85
85
|
export { DefaultLayerService };
|
|
86
|
-
//# sourceMappingURL=layer-service.js.map
|
|
86
|
+
//# sourceMappingURL=layer-service.js.map
|
package/es/core/layer.js
CHANGED
package/es/core/light.js
CHANGED
package/es/core/stage.js
CHANGED
package/es/core/window.js
CHANGED
|
@@ -104,6 +104,7 @@ export class DefaultBaseTextureRenderContribution {
|
|
|
104
104
|
texture && this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);
|
|
105
105
|
}
|
|
106
106
|
drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding) {
|
|
107
|
+
var _a;
|
|
107
108
|
const {textureRatio: textureRatio = graphicAttribute.textureRatio, textureOptions: textureOptions = null} = graphic.attribute;
|
|
108
109
|
let pattern = this.textureMap.get(texture);
|
|
109
110
|
if (!pattern) switch (texture) {
|
|
@@ -139,9 +140,26 @@ export class DefaultBaseTextureRenderContribution {
|
|
|
139
140
|
pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);
|
|
140
141
|
}
|
|
141
142
|
if (textureOptions && textureOptions.dynamicTexture) {
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
const
|
|
143
|
+
const {gridConfig: gridConfig = {}, useNewCanvas: useNewCanvas} = textureOptions, b = graphic.AABBBounds;
|
|
144
|
+
x = b.x1, y = b.y1;
|
|
145
|
+
const originalContext = context;
|
|
146
|
+
let newCanvas;
|
|
147
|
+
if (useNewCanvas) {
|
|
148
|
+
newCanvas = canvasAllocate.allocate({
|
|
149
|
+
width: b.width(),
|
|
150
|
+
height: b.height(),
|
|
151
|
+
dpr: context.dpr
|
|
152
|
+
});
|
|
153
|
+
const ctx = newCanvas.getContext("2d");
|
|
154
|
+
ctx.clearRect(0, 0, b.width(), b.height()), x = 0, y = 0, context = ctx;
|
|
155
|
+
}
|
|
156
|
+
if (originalContext.save(), graphic.parent && !graphic.transMatrix.onlyTranslate()) {
|
|
157
|
+
const {scrollX: scrollX = 0, scrollY: scrollY = 0} = graphic.parent.attribute;
|
|
158
|
+
originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix), originalContext.translate(scrollX, scrollY, !0);
|
|
159
|
+
}
|
|
160
|
+
originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
|
|
161
|
+
originalContext.clip();
|
|
162
|
+
const width = b.width(), height = b.height(), padding = texturePadding, cellSize = textureSize, gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize), gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize), gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : 2 * padding, gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : 2 * padding;
|
|
145
163
|
this._tempSymbolGraphic || (this._tempSymbolGraphic = createSymbol({}));
|
|
146
164
|
const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize, sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;
|
|
147
165
|
this._tempSymbolGraphic.setAttributes({
|
|
@@ -151,10 +169,12 @@ export class DefaultBaseTextureRenderContribution {
|
|
|
151
169
|
const parsedPath = this._tempSymbolGraphic.getParsedPath();
|
|
152
170
|
for (let i = 0; i < gridRows; i++) for (let j = 0; j < gridColumns; j++) {
|
|
153
171
|
const _x = x + cellSize / 2 + j * cellSize, _y = y + cellSize / 2 + i * cellSize;
|
|
172
|
+
null === (_a = textureOptions.beforeDynamicTexture) || void 0 === _a || _a.call(textureOptions, context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height()),
|
|
154
173
|
context.beginPath(), !1 === parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) && context.closePath(),
|
|
155
|
-
context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);
|
|
174
|
+
context.fillStyle = textureColor, textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic, b.width(), b.height());
|
|
156
175
|
}
|
|
157
|
-
|
|
176
|
+
useNewCanvas && (originalContext.globalAlpha = 1, originalContext.drawImage(newCanvas.nativeCanvas, 0, 0, newCanvas.nativeCanvas.width, newCanvas.nativeCanvas.height, b.x1, b.y1, b.width() * originalContext.dpr, b.height() * originalContext.dpr)),
|
|
177
|
+
originalContext.restore();
|
|
158
178
|
} else if (pattern) context.highPerformanceSave(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
|
|
159
179
|
context.fillStyle = pattern, context.fill(), context.highPerformanceRestore(); else if ("wave" === texture) {
|
|
160
180
|
context.save(), context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute),
|
package/es/render/contributions/render/contributions/base-texture-contribution-render.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n IContext2d,\n IDrawContext,\n IGraphic,\n IGraphicAttribute,\n IStage,\n ISymbol,\n IThemeAttribute\n} from '../../../../interface';\nimport { pi2 } from '@visactor/vutils';\n\nfunction formatRatio(ratio: number) {\n if (ratio <= 0.5) {\n return ratio * 4 - 1;\n }\n return -4 * ratio + 3;\n}\n\nfunction drawWave(\n ctx: IContext2d,\n ratio: number,\n boundsWidth: number,\n boundsHeight: number,\n textureOptions: {\n fill: string;\n percent: number;\n frequency: number;\n amplitude: number;\n opacity?: number;\n phi?: number;\n },\n offsetX: number,\n offsetY: number\n) {\n const { fill = 'orange', percent = 0.6, frequency = 4, opacity, phi = 0 } = textureOptions;\n let { amplitude = 10 } = textureOptions;\n amplitude = amplitude * formatRatio(ratio);\n\n const height = boundsHeight * (1 - percent);\n const width = boundsWidth;\n\n const step = Math.max(Math.round(width / 70), 2);\n ctx.beginPath();\n ctx.moveTo(0 + offsetX, boundsHeight + offsetY);\n ctx.lineTo(0 + offsetX, height + offsetY);\n const delta = (width / frequency) * ratio;\n const c = width / Math.PI / (frequency * 2);\n\n for (let i = 0; i < width; i += step) {\n const y = amplitude * Math.sin((i + delta + phi) / c + phi);\n ctx.lineTo(i + offsetX, height + y + offsetY);\n }\n\n ctx.lineTo(width + offsetX, boundsHeight + offsetY);\n ctx.closePath();\n\n ctx.fillStyle = fill;\n if (isFinite(opacity)) {\n ctx.globalAlpha = opacity;\n }\n ctx.fill();\n}\n\nexport class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n textureMap?: Map<string, CanvasPattern>;\n order: number = 10;\n _tempSymbolGraphic: ISymbol | null = null;\n\n createCommonPattern(\n size: number,\n padding: number,\n color: string,\n targetContext: IContext2d,\n cb: (r: number, targetContext: IContext2d) => void\n ) {\n const r = (size - padding * 2) / 2;\n const dpr = targetContext.dpr;\n const canvas = canvasAllocate.allocate({ width: size, height: size, dpr });\n const ctx = canvas.getContext('2d');\n if (!ctx) {\n return null;\n }\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, size, size);\n //setup up design for pattern\n cb(r, ctx);\n const pattern = targetContext.createPattern(canvas.nativeCanvas, 'repeat');\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n\n canvasAllocate.free(canvas);\n return pattern;\n }\n\n createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.fillStyle = color;\n ctx.arc(r, r, r, 0, pi2);\n ctx.fill();\n });\n }\n\n createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = size / 2;\n const y = x;\n ctx.fillStyle = color;\n ctx.moveTo(x, y - r);\n ctx.lineTo(r + x, y);\n ctx.lineTo(x, y + r);\n ctx.lineTo(x - r, y);\n ctx.closePath();\n ctx.fill();\n });\n }\n\n createRectPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, r * 2);\n });\n }\n\n createVerticalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = 0;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, size);\n });\n }\n\n createHorizontalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = 0;\n const y = padding;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, size, r * 2);\n });\n }\n\n createBiasLRLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(0, 0);\n ctx.lineTo(size, size);\n const dx = size / 2;\n const dy = -dx;\n ctx.moveTo(dx, dy);\n ctx.lineTo(dx + size, dy + size);\n ctx.moveTo(-dx, -dy);\n ctx.lineTo(-dx + size, -dy + size);\n ctx.stroke();\n });\n }\n\n createBiasRLLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(size, 0);\n ctx.lineTo(0, size);\n const dx = size / 2;\n const dy = dx;\n ctx.moveTo(size + dx, dy);\n ctx.lineTo(dx, dy + size);\n ctx.moveTo(size - dx, -dy);\n ctx.lineTo(-dx, -dy + size);\n ctx.stroke();\n });\n }\n\n createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r, r);\n ctx.fillRect(x + r, y + r, r, r);\n });\n }\n\n initTextureMap(ctx: IContext2d, stage: IStage) {\n this.textureMap = new Map();\n // ResourceLoader.GetImage(rect1, {\n // imageLoadFail: () => {\n // return;\n // },\n // imageLoadSuccess: (url, img) => {\n // const pattern = ctx.createPattern(img, 'repeat');\n // this.textureMap.set('rect1', pattern);\n // stage && stage.renderNextFrame();\n // }\n // });\n }\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this.textureMap) {\n this.initTextureMap(context, graphic.stage);\n }\n const {\n texture = graphicAttribute.texture,\n textureColor = graphicAttribute.textureColor,\n textureSize = graphicAttribute.textureSize,\n texturePadding = graphicAttribute.texturePadding\n } = graphic.attribute;\n if (!texture) {\n return;\n }\n this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);\n }\n\n protected drawTexture(\n texture: string,\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n graphicAttribute: Required<IGraphicAttribute>,\n textureColor: string,\n textureSize: number,\n texturePadding: number\n ) {\n const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;\n let pattern: CanvasPattern = this.textureMap.get(texture);\n\n if (!pattern) {\n switch (texture) {\n case 'circle':\n pattern = this.createCirclePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'diamond':\n pattern = this.createDiamondPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'rect':\n pattern = this.createRectPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'vertical-line':\n pattern = this.createVerticalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'horizontal-line':\n pattern = this.createHorizontalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-lr':\n pattern = this.createBiasLRLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-rl':\n pattern = this.createBiasRLLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'grid':\n pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);\n break;\n }\n }\n\n if (textureOptions && textureOptions.dynamicTexture) {\n // 动态纹理\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const { gridConfig = {} } = textureOptions;\n const b = graphic.AABBBounds;\n const width = b.width();\n const height = b.height();\n const padding = texturePadding;\n const cellSize = textureSize;\n const gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize);\n const gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize);\n const gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : padding * 2;\n const gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : padding * 2;\n if (!this._tempSymbolGraphic) {\n this._tempSymbolGraphic = createSymbol({});\n }\n const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize;\n const sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;\n this._tempSymbolGraphic.setAttributes({\n size: [sizeW - gutterColumn, sizeH - gutterRow],\n symbolType: texture\n });\n const parsedPath = this._tempSymbolGraphic.getParsedPath();\n for (let i = 0; i < gridRows; i++) {\n for (let j = 0; j < gridColumns; j++) {\n const _x = x + cellSize / 2 + j * cellSize;\n const _y = y + cellSize / 2 + i * cellSize;\n context.beginPath();\n if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {\n context.closePath();\n }\n context.fillStyle = textureColor;\n textureOptions.dynamicTexture(context, i, j, gridRows, gridColumns, textureRatio, graphic);\n }\n }\n\n context.restore();\n } else if (pattern) {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = pattern;\n context.fill();\n context.highPerformanceRestore();\n } else if (texture === 'wave') {\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const b = graphic.AABBBounds;\n drawWave(\n context,\n textureRatio,\n b.width(),\n b.height(),\n { ...(textureOptions || {}), fill: textureColor },\n x + b.x1 - x,\n y + b.y1 - y\n );\n context.restore();\n }\n }\n}\n\nexport const defaultBaseTextureRenderContribution = new DefaultBaseTextureRenderContribution();\n"]}
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+
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{ canvasAllocate } from '../../../../allocator/canvas-allocate';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\nimport { createSymbol } from '../../../../graphic';\nimport type {\n IBaseRenderContribution,\n ICanvas,\n IContext2d,\n IDrawContext,\n IGraphic,\n IGraphicAttribute,\n IStage,\n ISymbol,\n IThemeAttribute\n} from '../../../../interface';\nimport { pi2 } from '@visactor/vutils';\n\nfunction formatRatio(ratio: number) {\n if (ratio <= 0.5) {\n return ratio * 4 - 1;\n }\n return -4 * ratio + 3;\n}\n\nfunction drawWave(\n ctx: IContext2d,\n ratio: number,\n boundsWidth: number,\n boundsHeight: number,\n textureOptions: {\n fill: string;\n percent: number;\n frequency: number;\n amplitude: number;\n opacity?: number;\n phi?: number;\n },\n offsetX: number,\n offsetY: number\n) {\n const { fill = 'orange', percent = 0.6, frequency = 4, opacity, phi = 0 } = textureOptions;\n let { amplitude = 10 } = textureOptions;\n amplitude = amplitude * formatRatio(ratio);\n\n const height = boundsHeight * (1 - percent);\n const width = boundsWidth;\n\n const step = Math.max(Math.round(width / 70), 2);\n ctx.beginPath();\n ctx.moveTo(0 + offsetX, boundsHeight + offsetY);\n ctx.lineTo(0 + offsetX, height + offsetY);\n const delta = (width / frequency) * ratio;\n const c = width / Math.PI / (frequency * 2);\n\n for (let i = 0; i < width; i += step) {\n const y = amplitude * Math.sin((i + delta + phi) / c + phi);\n ctx.lineTo(i + offsetX, height + y + offsetY);\n }\n\n ctx.lineTo(width + offsetX, boundsHeight + offsetY);\n ctx.closePath();\n\n ctx.fillStyle = fill;\n if (isFinite(opacity)) {\n ctx.globalAlpha = opacity;\n }\n ctx.fill();\n}\n\nexport class DefaultBaseTextureRenderContribution implements IBaseRenderContribution<IGraphic, IGraphicAttribute> {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n textureMap?: Map<string, CanvasPattern>;\n order: number = 10;\n _tempSymbolGraphic: ISymbol | null = null;\n\n createCommonPattern(\n size: number,\n padding: number,\n color: string,\n targetContext: IContext2d,\n cb: (r: number, targetContext: IContext2d) => void\n ) {\n const r = (size - padding * 2) / 2;\n const dpr = targetContext.dpr;\n const canvas = canvasAllocate.allocate({ width: size, height: size, dpr });\n const ctx = canvas.getContext('2d');\n if (!ctx) {\n return null;\n }\n ctx.inuse = true;\n ctx.clearMatrix();\n ctx.setTransformForCurrent(true);\n ctx.clearRect(0, 0, size, size);\n //setup up design for pattern\n cb(r, ctx);\n const pattern = targetContext.createPattern(canvas.nativeCanvas, 'repeat');\n pattern.setTransform && pattern.setTransform(new DOMMatrix([1 / dpr, 0, 0, 1 / dpr, 0, 0]));\n\n canvasAllocate.free(canvas);\n return pattern;\n }\n\n createCirclePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.fillStyle = color;\n ctx.arc(r, r, r, 0, pi2);\n ctx.fill();\n });\n }\n\n createDiamondPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = size / 2;\n const y = x;\n ctx.fillStyle = color;\n ctx.moveTo(x, y - r);\n ctx.lineTo(r + x, y);\n ctx.lineTo(x, y + r);\n ctx.lineTo(x - r, y);\n ctx.closePath();\n ctx.fill();\n });\n }\n\n createRectPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, r * 2);\n });\n }\n\n createVerticalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = 0;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r * 2, size);\n });\n }\n\n createHorizontalLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = 0;\n const y = padding;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, size, r * 2);\n });\n }\n\n createBiasLRLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(0, 0);\n ctx.lineTo(size, size);\n const dx = size / 2;\n const dy = -dx;\n ctx.moveTo(dx, dy);\n ctx.lineTo(dx + size, dy + size);\n ctx.moveTo(-dx, -dy);\n ctx.lineTo(-dx + size, -dy + size);\n ctx.stroke();\n });\n }\n\n createBiasRLLinePattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n ctx.strokeStyle = color;\n ctx.lineWidth = r;\n ctx.moveTo(size, 0);\n ctx.lineTo(0, size);\n const dx = size / 2;\n const dy = dx;\n ctx.moveTo(size + dx, dy);\n ctx.lineTo(dx, dy + size);\n ctx.moveTo(size - dx, -dy);\n ctx.lineTo(-dx, -dy + size);\n ctx.stroke();\n });\n }\n\n createGridPattern(size: number, padding: number, color: string, targetContext: IContext2d) {\n return this.createCommonPattern(size, padding, color, targetContext, (r, ctx) => {\n const x = padding;\n const y = x;\n ctx.fillStyle = color;\n ctx.fillRect(x, y, r, r);\n ctx.fillRect(x + r, y + r, r, r);\n });\n }\n\n initTextureMap(ctx: IContext2d, stage: IStage) {\n this.textureMap = new Map();\n // ResourceLoader.GetImage(rect1, {\n // imageLoadFail: () => {\n // return;\n // },\n // imageLoadSuccess: (url, img) => {\n // const pattern = ctx.createPattern(img, 'repeat');\n // this.textureMap.set('rect1', pattern);\n // stage && stage.renderNextFrame();\n // }\n // });\n }\n\n drawShape(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<IGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n strokeCb?: (ctx: IContext2d, markAttribute: Partial<IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean,\n options?: any\n ) {\n if (!this.textureMap) {\n this.initTextureMap(context, graphic.stage);\n }\n const {\n texture = graphicAttribute.texture,\n textureColor = graphicAttribute.textureColor,\n textureSize = graphicAttribute.textureSize,\n texturePadding = graphicAttribute.texturePadding\n } = graphic.attribute;\n if (!texture) {\n return;\n }\n this.drawTexture(texture, graphic, context, x, y, graphicAttribute, textureColor, textureSize, texturePadding);\n }\n\n protected drawTexture(\n texture: string,\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n graphicAttribute: Required<IGraphicAttribute>,\n textureColor: string,\n textureSize: number,\n texturePadding: number\n ) {\n const { textureRatio = graphicAttribute.textureRatio, textureOptions = null } = graphic.attribute;\n let pattern: CanvasPattern = this.textureMap.get(texture);\n\n if (!pattern) {\n switch (texture) {\n case 'circle':\n pattern = this.createCirclePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'diamond':\n pattern = this.createDiamondPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'rect':\n pattern = this.createRectPattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'vertical-line':\n pattern = this.createVerticalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'horizontal-line':\n pattern = this.createHorizontalLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-lr':\n pattern = this.createBiasLRLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'bias-rl':\n pattern = this.createBiasRLLinePattern(textureSize, texturePadding, textureColor, context);\n break;\n case 'grid':\n pattern = this.createGridPattern(textureSize, texturePadding, textureColor, context);\n break;\n }\n }\n\n if (textureOptions && textureOptions.dynamicTexture) {\n // 动态纹理\n const { gridConfig = {}, useNewCanvas } = textureOptions;\n const b = graphic.AABBBounds;\n x = b.x1;\n y = b.y1;\n const originalContext = context;\n\n let newCanvas: ICanvas;\n if (useNewCanvas) {\n newCanvas = canvasAllocate.allocate({ width: b.width(), height: b.height(), dpr: context.dpr });\n const ctx = newCanvas.getContext('2d');\n ctx.clearRect(0, 0, b.width(), b.height());\n x = 0;\n y = 0;\n context = ctx;\n }\n originalContext.save();\n // 避免本级已经transform过了,再用Bounds就重复了\n if (graphic.parent && !graphic.transMatrix.onlyTranslate()) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n originalContext.setTransformFromMatrix(graphic.parent.globalTransMatrix);\n originalContext.translate(scrollX, scrollY, true);\n }\n originalContext.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n originalContext.clip();\n\n const width = b.width();\n const height = b.height();\n const padding = texturePadding;\n const cellSize = textureSize;\n const gridColumns = gridConfig.columns ? gridConfig.columns : Math.ceil(width / cellSize);\n const gridRows = gridConfig.rows ? gridConfig.rows : Math.ceil(height / cellSize);\n const gutterColumn = gridConfig.gutterColumn ? gridConfig.gutterColumn : padding * 2;\n const gutterRow = gridConfig.gutterRow ? gridConfig.gutterRow : padding * 2;\n if (!this._tempSymbolGraphic) {\n this._tempSymbolGraphic = createSymbol({});\n }\n const sizeW = gridConfig.columns ? width / gridConfig.columns : cellSize;\n const sizeH = gridConfig.rows ? height / gridConfig.rows : cellSize;\n this._tempSymbolGraphic.setAttributes({\n size: [sizeW - gutterColumn, sizeH - gutterRow],\n symbolType: texture\n });\n const parsedPath = this._tempSymbolGraphic.getParsedPath();\n for (let i = 0; i < gridRows; i++) {\n for (let j = 0; j < gridColumns; j++) {\n const _x = x + cellSize / 2 + j * cellSize;\n const _y = y + cellSize / 2 + i * cellSize;\n textureOptions.beforeDynamicTexture?.(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\n context.beginPath();\n if (parsedPath.draw(context, Math.min(sizeW - gutterColumn, sizeH - gutterRow), _x, _y, 0) === false) {\n context.closePath();\n }\n context.fillStyle = textureColor;\n textureOptions.dynamicTexture(\n context,\n i,\n j,\n gridRows,\n gridColumns,\n textureRatio,\n graphic,\n b.width(),\n b.height()\n );\n }\n }\n if (useNewCanvas) {\n // 不使用外部的opacity,动态纹理的opacity自己设置\n originalContext.globalAlpha = 1;\n originalContext.drawImage(\n newCanvas.nativeCanvas,\n 0,\n 0,\n newCanvas.nativeCanvas.width,\n newCanvas.nativeCanvas.height,\n b.x1,\n b.y1,\n b.width() * originalContext.dpr,\n b.height() * originalContext.dpr\n );\n }\n\n originalContext.restore();\n } else if (pattern) {\n context.highPerformanceSave();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.fillStyle = pattern;\n context.fill();\n context.highPerformanceRestore();\n } else if (texture === 'wave') {\n context.save();\n context.setCommonStyle(graphic, graphic.attribute, x, y, graphicAttribute);\n context.clip();\n const b = graphic.AABBBounds;\n drawWave(\n context,\n textureRatio,\n b.width(),\n b.height(),\n { ...(textureOptions || {}), fill: textureColor },\n x + b.x1 - x,\n y + b.y1 - y\n );\n context.restore();\n }\n }\n}\n\nexport const defaultBaseTextureRenderContribution = new DefaultBaseTextureRenderContribution();\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@visactor/vrender-core",
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3
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-
"version": "0.22.
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3
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+
"version": "0.22.4",
|
|
4
4
|
"description": "",
|
|
5
5
|
"sideEffects": [
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6
6
|
"./src/modules.ts",
|
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@@ -36,8 +36,8 @@
|
|
|
36
36
|
"typescript": "4.9.5",
|
|
37
37
|
"cross-env": "^7.0.3",
|
|
38
38
|
"@internal/bundler": "0.0.1",
|
|
39
|
-
"@internal/
|
|
40
|
-
"@internal/
|
|
39
|
+
"@internal/ts-config": "0.0.1",
|
|
40
|
+
"@internal/eslint-config": "0.0.1"
|
|
41
41
|
},
|
|
42
42
|
"keywords": [
|
|
43
43
|
"VisActor",
|