@visactor/vrender-core 0.23.0-alpha.2 → 1.0.0-alpha.1
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/canvas/empty-context.d.ts +1 -0
- package/cjs/canvas/empty-context.js +4 -0
- package/cjs/canvas/empty-context.js.map +1 -1
- package/cjs/color-string/index.js +2 -1
- package/cjs/common/diff.d.ts +1 -0
- package/cjs/common/diff.js +19 -0
- package/cjs/common/diff.js.map +1 -0
- package/cjs/common/enums.d.ts +0 -16
- package/cjs/common/enums.js +2 -11
- package/cjs/common/enums.js.map +1 -1
- package/cjs/common/path-svg.js +2 -1
- package/cjs/common/performance-raf.d.ts +2 -0
- package/cjs/common/performance-raf.js +8 -3
- package/cjs/common/performance-raf.js.map +1 -1
- package/cjs/common/split-path.js +1 -2
- package/cjs/core/global-module.js +2 -0
- package/cjs/core/global.d.ts +3 -0
- package/cjs/core/global.js +13 -3
- package/cjs/core/global.js.map +1 -1
- package/cjs/core/stage.d.ts +1 -0
- package/cjs/core/stage.js +7 -6
- package/cjs/core/stage.js.map +1 -1
- package/cjs/event/event-system.js +6 -7
- package/cjs/event/event-system.js.map +1 -1
- package/cjs/event/federated-event/base-event.js +1 -1
- package/cjs/event/federated-event/base-event.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +3 -9
- package/cjs/graphic/graphic.js +13 -80
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/richtext/paragraph.d.ts +3 -0
- package/cjs/graphic/richtext/paragraph.js +14 -10
- package/cjs/graphic/richtext/paragraph.js.map +1 -1
- package/cjs/graphic/richtext/utils.js +12 -2
- package/cjs/graphic/richtext/utils.js.map +1 -1
- package/cjs/graphic/richtext.d.ts +3 -0
- package/cjs/index.d.ts +1 -0
- package/cjs/index.js +7 -6
- package/cjs/index.js.map +1 -1
- package/cjs/interface/animate.d.ts +1 -165
- package/cjs/interface/animate.js +1 -4
- package/cjs/interface/animate.js.map +1 -1
- package/cjs/interface/animation/animate.d.ts +100 -0
- package/cjs/interface/animation/animate.js +10 -0
- package/cjs/interface/animation/animate.js.map +1 -0
- package/cjs/interface/animation/easing.d.ts +3 -0
- package/cjs/interface/animation/easing.js +6 -0
- package/cjs/interface/animation/easing.js.map +1 -0
- package/cjs/interface/animation/index.d.ts +5 -0
- package/cjs/interface/animation/index.js +23 -0
- package/cjs/interface/animation/index.js.map +1 -0
- package/cjs/interface/animation/ticker.d.ts +37 -0
- package/cjs/interface/animation/ticker.js +11 -0
- package/cjs/interface/animation/ticker.js.map +1 -0
- package/cjs/interface/animation/timeline.d.ts +17 -0
- package/cjs/interface/animation/timeline.js +6 -0
- package/cjs/interface/animation/timeline.js.map +1 -0
- package/cjs/interface/animation/type.d.ts +13 -0
- package/cjs/interface/animation/type.js +15 -0
- package/cjs/interface/animation/type.js.map +1 -0
- package/cjs/interface/context.d.ts +1 -0
- package/cjs/interface/context.js.map +1 -1
- package/cjs/interface/global.d.ts +2 -0
- package/cjs/interface/global.js.map +1 -1
- package/cjs/interface/graphic/richText.d.ts +3 -0
- package/cjs/interface/graphic/richText.js.map +1 -1
- package/cjs/interface/graphic.d.ts +2 -2
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/interface/index.d.ts +1 -1
- package/cjs/interface/index.js +1 -1
- package/cjs/interface/index.js.map +1 -1
- package/cjs/interface/render.d.ts +6 -0
- package/cjs/interface/render.js.map +1 -1
- package/cjs/interface/stage.d.ts +2 -2
- package/cjs/interface/stage.js.map +1 -1
- package/cjs/plugins/builtin-plugin/edit-module.js +11 -8
- package/cjs/plugins/builtin-plugin/edit-module.js.map +1 -1
- package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js +1 -1
- package/cjs/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
- package/cjs/render/contributions/render/arc-render.d.ts +4 -2
- package/cjs/render/contributions/render/arc-render.js +19 -17
- package/cjs/render/contributions/render/arc-render.js.map +1 -1
- package/cjs/render/contributions/render/base-render.d.ts +2 -2
- package/cjs/render/contributions/render/base-render.js +2 -2
- package/cjs/render/contributions/render/base-render.js.map +1 -1
- package/cjs/render/contributions/render/draw-contribution.d.ts +1 -0
- package/cjs/render/contributions/render/draw-contribution.js +23 -19
- package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
- package/cjs/render/contributions/render/draw-interceptor.js +1 -0
- package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
- package/cjs/render/contributions/render/group-render.d.ts +2 -2
- package/cjs/render/contributions/render/group-render.js +14 -10
- package/cjs/render/contributions/render/group-render.js.map +1 -1
- package/cjs/render/contributions/render/rect-render.d.ts +3 -1
- package/cjs/render/contributions/render/rect-render.js +17 -15
- package/cjs/render/contributions/render/rect-render.js.map +1 -1
- package/cjs/render/contributions/render/symbol-render.d.ts +4 -2
- package/cjs/render/contributions/render/symbol-render.js +16 -11
- package/cjs/render/contributions/render/symbol-render.js.map +1 -1
- package/dist/index.es.js +643 -670
- package/es/canvas/empty-context.d.ts +1 -0
- package/es/canvas/empty-context.js +4 -0
- package/es/canvas/empty-context.js.map +1 -1
- package/es/color-string/index.js +2 -1
- package/es/common/diff.d.ts +1 -0
- package/es/common/diff.js +11 -0
- package/es/common/diff.js.map +1 -0
- package/es/common/enums.d.ts +0 -16
- package/es/common/enums.js +0 -20
- package/es/common/enums.js.map +1 -1
- package/es/common/path-svg.js +2 -1
- package/es/common/performance-raf.d.ts +2 -0
- package/es/common/performance-raf.js +8 -3
- package/es/common/performance-raf.js.map +1 -1
- package/es/common/split-path.js +1 -2
- package/es/core/global-module.js +2 -0
- package/es/core/global.d.ts +3 -0
- package/es/core/global.js +14 -2
- package/es/core/global.js.map +1 -1
- package/es/core/stage.d.ts +1 -0
- package/es/core/stage.js +7 -6
- package/es/core/stage.js.map +1 -1
- package/es/event/event-system.js +6 -7
- package/es/event/event-system.js.map +1 -1
- package/es/event/federated-event/base-event.js +1 -1
- package/es/event/federated-event/base-event.js.map +1 -1
- package/es/graphic/graphic.d.ts +3 -9
- package/es/graphic/graphic.js +13 -82
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/richtext/paragraph.d.ts +3 -0
- package/es/graphic/richtext/paragraph.js +14 -10
- package/es/graphic/richtext/paragraph.js.map +1 -1
- package/es/graphic/richtext/utils.js +12 -2
- package/es/graphic/richtext/utils.js.map +1 -1
- package/es/graphic/richtext.d.ts +3 -0
- package/es/index.d.ts +1 -0
- package/es/index.js +2 -0
- package/es/index.js.map +1 -1
- package/es/interface/animate.d.ts +1 -165
- package/es/interface/animate.js +2 -1
- package/es/interface/animate.js.map +1 -1
- package/es/interface/animation/animate.d.ts +100 -0
- package/es/interface/animation/animate.js +6 -0
- package/es/interface/animation/animate.js.map +1 -0
- package/es/interface/animation/easing.d.ts +3 -0
- package/es/interface/animation/easing.js +2 -0
- package/es/interface/animation/easing.js.map +1 -0
- package/es/interface/animation/index.d.ts +5 -0
- package/es/interface/animation/index.js +10 -0
- package/es/interface/animation/index.js.map +1 -0
- package/es/interface/animation/ticker.d.ts +37 -0
- package/es/interface/animation/ticker.js +7 -0
- package/es/interface/animation/ticker.js.map +1 -0
- package/es/interface/animation/timeline.d.ts +17 -0
- package/es/interface/animation/timeline.js +2 -0
- package/es/interface/animation/timeline.js.map +1 -0
- package/es/interface/animation/type.d.ts +13 -0
- package/es/interface/animation/type.js +14 -0
- package/es/interface/animation/type.js.map +1 -0
- package/es/interface/context.d.ts +1 -0
- package/es/interface/context.js.map +1 -1
- package/es/interface/global.d.ts +2 -0
- package/es/interface/global.js.map +1 -1
- package/es/interface/graphic/richText.d.ts +3 -0
- package/es/interface/graphic/richText.js.map +1 -1
- package/es/interface/graphic.d.ts +2 -2
- package/es/interface/graphic.js.map +1 -1
- package/es/interface/index.d.ts +1 -1
- package/es/interface/index.js +1 -1
- package/es/interface/index.js.map +1 -1
- package/es/interface/render.d.ts +6 -0
- package/es/interface/render.js.map +1 -1
- package/es/interface/stage.d.ts +2 -2
- package/es/interface/stage.js.map +1 -1
- package/es/plugins/builtin-plugin/edit-module.js +11 -8
- package/es/plugins/builtin-plugin/edit-module.js.map +1 -1
- package/es/plugins/builtin-plugin/richtext-edit-plugin.js +1 -1
- package/es/plugins/builtin-plugin/richtext-edit-plugin.js.map +1 -1
- package/es/render/contributions/render/arc-render.d.ts +4 -2
- package/es/render/contributions/render/arc-render.js +19 -17
- package/es/render/contributions/render/arc-render.js.map +1 -1
- package/es/render/contributions/render/base-render.d.ts +2 -2
- package/es/render/contributions/render/base-render.js +2 -2
- package/es/render/contributions/render/base-render.js.map +1 -1
- package/es/render/contributions/render/draw-contribution.d.ts +1 -0
- package/es/render/contributions/render/draw-contribution.js +23 -19
- package/es/render/contributions/render/draw-contribution.js.map +1 -1
- package/es/render/contributions/render/draw-interceptor.js +1 -0
- package/es/render/contributions/render/draw-interceptor.js.map +1 -1
- package/es/render/contributions/render/group-render.d.ts +2 -2
- package/es/render/contributions/render/group-render.js +14 -10
- package/es/render/contributions/render/group-render.js.map +1 -1
- package/es/render/contributions/render/rect-render.d.ts +3 -1
- package/es/render/contributions/render/rect-render.js +17 -14
- package/es/render/contributions/render/rect-render.js.map +1 -1
- package/es/render/contributions/render/symbol-render.d.ts +4 -2
- package/es/render/contributions/render/symbol-render.js +16 -11
- package/es/render/contributions/render/symbol-render.js.map +1 -1
- package/package.json +4 -4
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{ abs, atan2, cos, epsilon, min, sin, pi2, isBoolean } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { calculateArcCornerRadius } from '../render/utils';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor,\n IArcRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IConicalGradient\n} from '../../../interface';\nimport { cornerTangents, drawArcPath, fillVisible } from './utils';\nimport { getConicGradientAt } from '../../../canvas/conical-gradient';\nimport { ArcRenderContribution } from './contributions/constants';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRender } from './base-render';\nimport {\n defaultArcBackgroundRenderContribution,\n defaultArcRenderContribution,\n defaultArcTextureRenderContribution\n} from './contributions';\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n@injectable()\nexport class DefaultCanvasArcRender extends BaseRender<IArc> implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: IContributionProvider<IArcRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultArcRenderContribution,\n defaultArcBackgroundRenderContribution,\n defaultArcTextureRenderContribution\n ];\n this.init(arcRenderContribitions);\n }\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const {\n outerDeltaAngle,\n xors,\n yors,\n xirs,\n yirs,\n limitedOcr,\n outerCornerRadiusStart,\n outerCornerRadiusEnd,\n maxOuterCornerRadius,\n xore,\n yore,\n xire,\n yire,\n limitedIcr,\n innerDeltaAngle,\n innerStartAngle,\n innerCornerRadiusStart,\n innerCornerRadiusEnd,\n maxInnerCornerRadius\n } = calculateArcCornerRadius(arc, startAngle, endAngle, innerRadius, outerRadius);\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n const {\n fill = arcAttribute.fill,\n stroke = arcAttribute.stroke,\n x: originX = arcAttribute.x,\n y: originY = arcAttribute.y,\n fillStrokeOrder = arcAttribute.fillStrokeOrder\n } = arc.attribute;\n const data = this.valid(arc, arcAttribute, fillCb, strokeCb);\n if (!data) {\n return;\n }\n const { fVisible, sVisible, doFill, doStroke } = data;\n\n const {\n outerPadding = arcAttribute.outerPadding,\n innerPadding = arcAttribute.innerPadding,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n let { outerRadius = arcAttribute.outerRadius, innerRadius = arcAttribute.innerRadius } = arc.attribute;\n outerRadius += outerPadding;\n innerRadius -= innerPadding;\n // 判断是否是环形渐变,且有头部cap,那就偏移渐变色角度\n let conicalOffset = 0;\n const tempChangeConicalColor =\n ((isBoolean(cap) && cap) || (cap as boolean[])[0]) && (fill as IGradientColor).gradient === 'conical';\n if (tempChangeConicalColor) {\n const { sc, startAngle, endAngle } = arc.getParsedAngle();\n if (abs(endAngle - startAngle) < pi2 - epsilon) {\n conicalOffset = sc || 0;\n (fill as IConicalGradient).startAngle -= conicalOffset;\n (fill as IConicalGradient).endAngle -= conicalOffset;\n }\n }\n\n let beforeRenderContribitionsRuned = false;\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\n // }\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n beforeRenderContribitionsRuned = true;\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n const _runFill = () => {\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n };\n\n const _runStroke = () => {\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (((isBoolean(cap) && cap) || (cap as boolean[])[1]) && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n const _runFill = () => {\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n };\n\n const _runStroke = () => {\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runFill();\n _runStroke();\n }\n }\n }\n\n this.afterRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (tempChangeConicalColor) {\n (fill as IConicalGradient).startAngle += conicalOffset;\n (fill as IConicalGradient).endAngle += conicalOffset;\n }\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const arcAttribute = getTheme(arc, params?.theme).arc;\n this._draw(arc, arcAttribute, false, drawContext, params);\n }\n}\n"]}
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{ abs, atan2, cos, epsilon, min, sin, pi2, isBoolean } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { calculateArcCornerRadius } from '../render/utils';\nimport type {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor,\n IArcRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IConicalGradient,\n IArcGraphicAttribute\n} from '../../../interface';\nimport { cornerTangents, drawArcPath, fillVisible } from './utils';\nimport { getConicGradientAt } from '../../../canvas/conical-gradient';\nimport { ArcRenderContribution } from './contributions/constants';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRender } from './base-render';\nimport {\n defaultArcBackgroundRenderContribution,\n defaultArcRenderContribution,\n defaultArcTextureRenderContribution\n} from './contributions';\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n@injectable()\nexport class DefaultCanvasArcRender extends BaseRender<IArc> implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: IContributionProvider<IArcRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultArcRenderContribution,\n defaultArcBackgroundRenderContribution,\n defaultArcTextureRenderContribution\n ];\n this.init(arcRenderContribitions);\n }\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const {\n outerDeltaAngle,\n xors,\n yors,\n xirs,\n yirs,\n limitedOcr,\n outerCornerRadiusStart,\n outerCornerRadiusEnd,\n maxOuterCornerRadius,\n xore,\n yore,\n xire,\n yire,\n limitedIcr,\n innerDeltaAngle,\n innerStartAngle,\n innerCornerRadiusStart,\n innerCornerRadiusEnd,\n maxInnerCornerRadius\n } = calculateArcCornerRadius(arc, startAngle, endAngle, innerRadius, outerRadius);\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - 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startAngle) < pi2 - epsilon) {\n conicalOffset = sc || 0;\n (fill as IConicalGradient).startAngle -= conicalOffset;\n (fill as IConicalGradient).endAngle -= conicalOffset;\n }\n }\n\n let beforeRenderContribitionsRuned = false;\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\n // }\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n beforeRenderContribitionsRuned = true;\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(arc, arc.attribute, arcAttribute);\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n // 内联的函数性能差\n // const _runFill = () => {\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n // } else if (fVisible) {\n // context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n // context.fill();\n // }\n // }\n // };\n\n // const _runStroke = () => {\n // if (doStroke && isFullStroke) {\n // if (strokeCb) {\n // strokeCb(context, arc.attribute, arcAttribute);\n // } else if (sVisible) {\n // context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n // context.stroke();\n // }\n // }\n // };\n\n if (!fillStrokeOrder) {\n this._runFill(arc, context, x, y, arcAttribute, doFill, fVisible, originX, originY, fillCb);\n this._runStroke(arc, context, x, y, arcAttribute, doStroke, sVisible, strokeCb);\n } else {\n this._runStroke(arc, context, x, y, arcAttribute, doStroke, sVisible, strokeCb);\n this._runFill(arc, context, x, y, arcAttribute, doFill, fVisible, originX, originY, fillCb);\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (((isBoolean(cap) && cap) || (cap as boolean[])[1]) && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n\n if (!beforeRenderContribitionsRuned) {\n this.beforeRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n const _runFill = () => {\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n };\n\n const _runStroke = () => {\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runFill();\n _runStroke();\n }\n }\n }\n\n this.afterRenderStep(\n arc,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n arcAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (tempChangeConicalColor) {\n (fill as IConicalGradient).startAngle += conicalOffset;\n (fill as IConicalGradient).endAngle += conicalOffset;\n }\n }\n\n private _runFill(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n arcAttribute: Required<IArcGraphicAttribute>,\n doFill: boolean,\n fVisible: boolean,\n originX: number,\n originY: number,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n }\n\n private _runStroke(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n arcAttribute: Required<IArcGraphicAttribute>,\n doStroke: boolean,\n sVisible: boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const arcAttribute = getTheme(arc, params?.theme).arc;\n this._draw(arc, arcAttribute, false, drawContext, params, arcAttribute);\n }\n}\n"]}
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@@ -24,6 +24,6 @@ export declare abstract class BaseRender<T extends IGraphic> {
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24
24
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transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d): void;
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25
25
|
restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d): void;
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26
26
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protected transformWithoutTranslate(context: IContext2d, x: number, y: number, z: number, scaleX: number, scaleY: number, angle: number): void;
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27
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-
_draw(graphic: T, defaultAttr: IGraphicAttribute, computed3dMatrix: boolean, drawContext: IDrawContext, params?: IGraphicRenderDrawParams): void;
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28
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-
drawShape?(path: T, context: IContext2d, x: number, y: number, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, fillCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean): void;
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27
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+
_draw(graphic: T, defaultAttr: IGraphicAttribute, computed3dMatrix: boolean, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, themeAttribute?: IGraphicAttribute): void;
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28
|
+
drawShape?(path: T, context: IContext2d, x: number, y: number, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, fillCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, themeAttribute?: IGraphicAttribute): void;
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29
29
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}
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@@ -117,14 +117,14 @@ export class BaseRender {
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117
117
|
context.translate(p.x, p.y, !1), context.scale(scaleX, scaleY, !1), context.rotate(angle, !1),
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118
118
|
context.translate(-p.x, -p.y, !1), context.setTransformForCurrent();
|
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119
119
|
}
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120
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-
_draw(graphic, defaultAttr, computed3dMatrix, drawContext, params) {
|
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120
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+
_draw(graphic, defaultAttr, computed3dMatrix, drawContext, params, themeAttribute) {
|
|
121
121
|
const {context: context} = drawContext;
|
|
122
122
|
if (!context) return;
|
|
123
123
|
const {renderable: renderable} = graphic.attribute;
|
|
124
124
|
if (!1 === renderable) return;
|
|
125
125
|
context.highPerformanceSave();
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126
126
|
const data = this.transform(graphic, defaultAttr, context, computed3dMatrix), {x: x, y: y, z: z, lastModelMatrix: lastModelMatrix} = data;
|
|
127
|
-
this.z = z, this.drawPathProxy(graphic, context, x, y, drawContext, params) || (this.drawShape(graphic, context, x, y, drawContext, params),
|
|
127
|
+
this.z = z, this.drawPathProxy(graphic, context, x, y, drawContext, params) || (this.drawShape(graphic, context, x, y, drawContext, params, null, null, themeAttribute),
|
|
128
128
|
this.z = 0, context.modelMatrix !== lastModelMatrix && mat4Allocate.free(context.modelMatrix),
|
|
129
129
|
context.modelMatrix = lastModelMatrix), context.highPerformanceRestore();
|
|
130
130
|
}
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@@ -1 +1 @@
|
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|
1
|
-
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type { IPointLike } from '@visactor/vutils';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n IBaseRenderContribution,\n ITransform\n} from '../../../interface';\nimport { getModelMatrix, shouldUseMat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { getTheme } from '../../../graphic';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { defaultBaseClipRenderAfterContribution, defaultBaseClipRenderBeforeContribution } from './contributions';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n if (!this.builtinContributions) {\n this.builtinContributions = [];\n }\n this.builtinContributions.push(defaultBaseClipRenderBeforeContribution);\n this.builtinContributions.push(defaultBaseClipRenderAfterContribution);\n this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n drawPathProxy(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = (getTheme(graphic, params?.theme) as any)[graphic.type.replace('3d', '')];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible,\n x: originX = themeAttributes.x,\n y: originY = themeAttributes.y\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n this.beforeRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n return true;\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: Partial<IGraphicAttribute>,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute as ITransform);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (this.drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ): void;\n\n // abstract drawShape(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
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+
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type { IPointLike } from '@visactor/vutils';\nimport type {\n IGraphicAttribute,\n ICamera,\n IContext2d,\n IGraphic,\n mat4,\n IDrawContext,\n IGraphicRenderDrawParams,\n IMarkAttribute,\n IThemeAttribute,\n IContributionProvider,\n IBaseRenderContribution,\n ITransform\n} from '../../../interface';\nimport { getModelMatrix, shouldUseMat4 } from '../../../graphic/graphic-service/graphic-service';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { getTheme } from '../../../graphic';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { defaultBaseClipRenderAfterContribution, defaultBaseClipRenderBeforeContribution } from './contributions';\n\nconst result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x: 0, y: 0, z: 0, lastModelMatrix: null };\n\nexport abstract class BaseRender<T extends IGraphic> {\n camera: ICamera;\n declare z: number;\n\n builtinContributions: IBaseRenderContribution<T, T['attribute']>[];\n\n // declare renderContribitions: IContributionProvider<IBaseRenderContribution<T, T['attribute']>> | null;\n\n protected _beforeRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _afterRenderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n protected _renderContribitions: IBaseRenderContribution<T, T['attribute']>[];\n\n init(contributions?: IContributionProvider<IBaseRenderContribution<T, T['attribute']>>) {\n if (contributions) {\n // this.renderContribitions = contributions;\n this._renderContribitions = contributions.getContributions();\n }\n if (!this._renderContribitions) {\n this._renderContribitions = [];\n }\n if (!this.builtinContributions) {\n this.builtinContributions = [];\n }\n this.builtinContributions.push(defaultBaseClipRenderBeforeContribution);\n this.builtinContributions.push(defaultBaseClipRenderAfterContribution);\n this.builtinContributions.forEach(item => this._renderContribitions.push(item));\n if (this._renderContribitions.length) {\n this._renderContribitions.sort((a, b) => b.order - a.order);\n this._beforeRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.beforeFillStroke\n );\n this._afterRenderContribitions = this._renderContribitions.filter(\n c => c.time === BaseRenderContributionTime.afterFillStroke\n );\n }\n }\n\n beforeRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._beforeRenderContribitions &&\n this._beforeRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n afterRenderStep(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n graphicAttribute: Required<T['attribute']>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n params?: any\n ) {\n this._afterRenderContribitions &&\n this._afterRenderContribitions.forEach(c => {\n if (\n c.supportedAppName &&\n graphic.stage &&\n graphic.stage.params &&\n graphic.stage.params.context &&\n graphic.stage.params.context.appName\n ) {\n const names = Array.isArray(c.supportedAppName) ? c.supportedAppName : [c.supportedAppName];\n if (!names.includes(graphic.stage.params.context.appName)) {\n return;\n }\n }\n c.drawShape(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n graphicAttribute,\n drawContext,\n fillCb,\n strokeCb,\n params\n );\n });\n }\n\n drawPathProxy(\n graphic: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = (getTheme(graphic, params?.theme) as any)[graphic.type.replace('3d', '')];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible,\n x: originX = themeAttributes.x,\n y: originY = themeAttributes.y\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n this.beforeRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x - originX, y - originY, themeAttributes);\n context.fill();\n }\n }\n\n this.afterRenderStep(\n graphic,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n themeAttributes,\n drawContext,\n fillCb,\n strokeCb\n );\n return true;\n }\n\n valid(graphic: IGraphic, defaultAttribute: IGraphicAttribute, fillCb?: any, strokeCb?: any) {\n const {\n fill = defaultAttribute.fill,\n background,\n stroke = defaultAttribute.stroke,\n opacity = defaultAttribute.opacity,\n fillOpacity = defaultAttribute.fillOpacity,\n lineWidth = defaultAttribute.lineWidth,\n strokeOpacity = defaultAttribute.strokeOpacity,\n visible = defaultAttribute.visible\n } = graphic.attribute;\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(graphic.valid && visible)) {\n return false;\n }\n\n if (!(doFill || doStroke)) {\n return false;\n }\n\n // 如果存在fillCb和strokeCb,以及background那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return false;\n }\n return {\n fVisible,\n sVisible,\n doFill,\n doStroke\n };\n }\n\n /**\n * 进行2d或3d变换\n * @param graphic\n * @param graphicAttribute\n * @param context\n * @param use3dMatrixIn3dMode 是否在3d模式使用3d矩阵\n * @returns\n */\n transform(\n graphic: IGraphic,\n graphicAttribute: Partial<IGraphicAttribute>,\n context: IContext2d,\n use3dMatrixIn3dMode: boolean = false\n ): IPointLike & { z: number; lastModelMatrix: mat4 } {\n // const transMatrix = graphic.transMatrix;\n const {\n x = graphicAttribute.x,\n y = graphicAttribute.y,\n z = graphicAttribute.z,\n scaleX = graphicAttribute.scaleX,\n scaleY = graphicAttribute.scaleY,\n angle = graphicAttribute.angle,\n postMatrix\n } = graphic.attribute;\n // const onlyTranslate = transMatrix.onlyTranslate() && !postMatrix;\n\n // 存在3d变换的时候,需要计算3d矩阵\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n // const result: IPointLike & { z: number; lastModelMatrix: mat4 } = { x, y, z, lastModelMatrix };\n result.x = x;\n result.y = y;\n result.z = z;\n result.lastModelMatrix = lastModelMatrix;\n\n // 是否应该进行3d变换\n const shouldTransform3d = camera && (use3dMatrixIn3dMode || shouldUseMat4(graphic));\n\n // 是否仅有translate\n const onlyTranslate = shouldTransform3d\n ? graphic.transMatrix.onlyTranslate() && !postMatrix\n : scaleX === 1 && scaleY === 1 && angle === 0 && !postMatrix;\n\n if (shouldTransform3d) {\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, graphic, graphicAttribute as ITransform);\n // 合并模型矩阵\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.modelMatrix = nextModelMatrix;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n mat4Allocate.free(modelMatrix);\n // 有旋转的情况下需要手动计算模型矩阵\n // TODO: 这里暂时都使用模型矩阵,因为视角旋转的时候如果当不固定角度那也需要用到模型矩阵\n }\n\n // 如果只有位移,且没计算3d变换矩阵,那么不设置context的2d矩阵\n if (onlyTranslate && !lastModelMatrix) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n result.z = z;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n } else if (shouldTransform3d) {\n // 如果计算了3d矩阵,那么就不需要2d矩阵计算了\n result.x = 0;\n result.y = 0;\n result.z = 0;\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n if (camera && context.project) {\n const point = graphic.getOffsetXY(graphicAttribute as ITransform);\n result.x += point.x;\n result.y += point.y;\n // result.x = 0;\n // result.y = 0;\n // 位置直接通过project设置,而2d变换通过变换矩阵完成\n this.transformWithoutTranslate(context, result.x, result.y, result.z, scaleX, scaleY, angle);\n } else {\n // 如果是纯2d的情况,那么直接设置context的2d矩阵\n // 性能较差\n context.transformFromMatrix(graphic.transMatrix, true);\n result.x = 0;\n result.y = 0;\n result.z = 0;\n }\n }\n\n return result;\n }\n\n /**\n * 将3d的transform转成context2d的transform\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n transformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n const camera = context.camera;\n this.camera = camera;\n if (camera) {\n const bounds = graphic.AABBBounds;\n const width = bounds.x2 - bounds.x1;\n const height = bounds.y2 - bounds.y1;\n const p1 = context.project(0, 0, z);\n const p2 = context.project(width, 0, z);\n const p3 = context.project(width, height, z);\n const _p1 = { x: 0, y: 0 };\n const _p2 = { x: width, y: 0 };\n const _p3 = { x: width, y: height };\n\n context.camera = null;\n\n // 生成3维矩阵\n /* Adapted from phoria.js by ecomfe\n * https://github.com/kevinroast/phoria.js\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/kevinroast/phoria.js/blob/736c6b854a679df180f8a6e689aeb218efa6dc01/scripts/phoria-renderer.js\n * License: https://github.com/kevinroast/phoria.js/blob/master/LICENSE\n * @license\n */\n const denom = 1.0 / (_p1.x * (_p3.y - _p2.y) - _p2.x * _p3.y + _p3.x * _p2.y + (_p2.x - _p3.x) * _p1.y);\n // calculate context transformation matrix\n const m11 = -(_p1.y * (p3.x - p2.x) - _p2.y * p3.x + _p3.y * p2.x + (_p2.y - _p3.y) * p1.x) * denom;\n const m12 = (_p2.y * p3.y + _p1.y * (p2.y - p3.y) - _p3.y * p2.y + (_p3.y - _p2.y) * p1.y) * denom;\n const m21 = (_p1.x * (p3.x - p2.x) - _p2.x * p3.x + _p3.x * p2.x + (_p2.x - _p3.x) * p1.x) * denom;\n const m22 = -(_p2.x * p3.y + _p1.x * (p2.y - p3.y) - _p3.x * p2.y + (_p3.x - _p2.x) * p1.y) * denom;\n const dx =\n (_p1.x * (_p3.y * p2.x - _p2.y * p3.x) +\n _p1.y * (_p2.x * p3.x - _p3.x * p2.x) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.x) *\n denom;\n const dy =\n (_p1.x * (_p3.y * p2.y - _p2.y * p3.y) +\n _p1.y * (_p2.x * p3.y - _p3.x * p2.y) +\n (_p3.x * _p2.y - _p2.x * _p3.y) * p1.y) *\n denom;\n\n context.setTransform(m11, m12, m21, m22, dx, dy, true);\n }\n }\n\n /**\n * transformUseContext2d的后处理\n * @param graphic\n * @param graphicAttribute\n * @param z\n * @param context\n */\n restoreTransformUseContext2d(graphic: IGraphic, graphicAttribute: IGraphicAttribute, z: number, context: IContext2d) {\n if (this.camera) {\n context.camera = this.camera;\n }\n }\n\n protected transformWithoutTranslate(\n context: IContext2d,\n x: number,\n y: number,\n z: number,\n scaleX: number,\n scaleY: number,\n angle: number\n ) {\n const p = context.project(x, y, z);\n context.translate(p.x, p.y, false);\n context.scale(scaleX, scaleY, false);\n context.rotate(angle, false);\n context.translate(-p.x, -p.y, false);\n context.setTransformForCurrent();\n }\n\n _draw(\n graphic: T,\n defaultAttr: IGraphicAttribute,\n computed3dMatrix: boolean,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n themeAttribute?: IGraphicAttribute\n ) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n // 如果hide,直接跳过后续绘制\n const { renderable } = graphic.attribute;\n if (renderable === false) {\n return;\n }\n\n context.highPerformanceSave();\n\n const data = this.transform(graphic, defaultAttr, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (this.drawPathProxy(graphic, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(graphic, context, x, y, drawContext, params, null, null, themeAttribute);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawShape?(\n path: T,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n themeAttribute?: IGraphicAttribute\n ): void;\n\n // abstract drawShape(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ): void;\n\n // drawPathProxy(\n // graphic: T,\n // context: IContext2d,\n // x: number,\n // y: number,\n // drawContext: IDrawContext,\n // params?: IGraphicRenderDrawParams,\n // fillCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean,\n // strokeCb?: (\n // ctx: IContext2d,\n // markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n // themeAttribute: IThemeAttribute\n // ) => boolean\n // ) {\n // if (!graphic.pathProxy) {\n // return false;\n // }\n\n // const themeAttributes = getTheme(graphic)[graphic.type];\n\n // const {\n // fill = themeAttributes.fill == null ? !!graphic.attribute.fillColor : themeAttributes.fill,\n // stroke = themeAttributes.stroke == null ? !!graphic.attribute.strokeColor : themeAttributes.stroke,\n // opacity = themeAttributes.opacity,\n // fillOpacity = themeAttributes.fillOpacity,\n // lineWidth = themeAttributes.lineWidth,\n // strokeOpacity = themeAttributes.strokeOpacity,\n // visible = themeAttributes.visible\n // } = graphic.attribute;\n // // 不绘制或者透明\n // const fVisible = fillVisible(opacity, fillOpacity);\n // const sVisible = strokeVisible(opacity, strokeOpacity);\n // const doFill = runFill(fill);\n // const doStroke = runStroke(stroke, lineWidth);\n\n // if (!visible) {\n // return true;\n // }\n\n // if (!(doFill || doStroke)) {\n // return true;\n // }\n\n // // 如果存在fillCb和strokeCb,那就不直接跳过\n // if (!(fVisible || sVisible || fillCb || strokeCb)) {\n // return true;\n // }\n\n // context.beginPath();\n\n // const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n // renderCommandList(path.commandList, context, x, y);\n\n // // shadow\n // context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n // if (doStroke) {\n // if (strokeCb) {\n // strokeCb(context, graphic.attribute, themeAttributes);\n // } else if (sVisible) {\n // context.setStrokeStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.stroke();\n // }\n // }\n // if (doFill) {\n // if (fillCb) {\n // fillCb(context, graphic.attribute, themeAttributes);\n // } else if (fVisible) {\n // context.setCommonStyle(graphic, graphic.attribute, 0, 0, themeAttributes);\n // context.fill();\n // }\n // }\n // return true;\n // }\n}\n"]}
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let DefaultDrawContribution = class {
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drawContext.break || (item.isContainer ? this.renderGroup(item, drawContext, nextM) : this.renderItem(item, drawContext));
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}, this.currentRenderMap = new Map, this.defaultRenderMap = new Map, this.styleRenderMap = new Map,
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(d || .5 !== d) && (dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr,
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context.clearMatrix(!1), context.translate(viewBox.x1, viewBox.y1, !0), context.beginPath(),
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return (null !== (_a = a.attribute.zIndex) && void 0 !== _a ? _a : DefaultAttribute.zIndex) - (null !== (_b = b.attribute.zIndex) && void 0 !== _b ? _b : DefaultAttribute.zIndex);
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drawContext.break || (item.isContainer ? this.renderGroup(item, drawContext, nextM) : this.renderItem(item, drawContext));
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}), !1, !!(null === (_a = drawContext.context) || void 0 === _a ? void 0 : _a.camera));
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const {scrollX: scrollX = 0, scrollY: scrollY = 0} = graphic.parent.attribute;
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this.scrollMatrix.translate(-scrollX, -scrollY)
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this.useDirtyBounds && !graphic.isContainer && "empty" !== graphic.attribute.boundsMode && !isRectIntersect(graphic.AABBBounds, null != tempBounds ? tempBounds : this.dirtyBounds, !1)) {
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@@ -1 +1 @@
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic/config';\nimport type { IAABBBounds, IBounds, IMatrix } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isArray, isRectIntersect } from '@visactor/vutils';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n declare scrollMatrix?: IMatrix;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n if (!isArray(this.contributions)) {\n this.contributions = [this.contributions];\n }\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, viewBox, transMatrix } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, viewBox.width(), viewBox.height());\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n context.setClearMatrix(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f);\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr < context.canvas.width ||\n // dirtyBounds.height() * context.dpr < context.canvas.height;\n // context.save();\n\n // 设置translate\n context.translate(viewBox.x1, viewBox.y1, true);\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n // context.restore();\n context.restore();\n context.setClearMatrix(1, 0, 0, 1, 0, 0);\n // this.break = false;\n context.inuse = false;\n context.draw();\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (\n this.useDirtyBounds &&\n !isRectIntersect(group.AABBBounds, this.dirtyBounds, false) &&\n group.attribute.boundsMode !== 'empty'\n ) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType, graphic);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = this.scrollMatrix && (this.scrollMatrix.e !== 0 || this.scrollMatrix.f !== 0);\n let tempBounds: IBounds;\n\n if (graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n if (!!(scrollX || scrollY)) {\n retrans = true;\n if (!this.scrollMatrix) {\n this.scrollMatrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);\n }\n this.scrollMatrix.translate(-scrollX, -scrollY);\n }\n }\n // 需要二次变化,那就重新算一个变换后的Bounds\n if (retrans) {\n tempBounds = this.dirtyBounds.clone().transformWithMatrix(this.scrollMatrix);\n }\n\n if (\n this.useDirtyBounds &&\n !(\n graphic.isContainer ||\n graphic.attribute.boundsMode === 'empty' ||\n isRectIntersect(graphic.AABBBounds, tempBounds ?? this.dirtyBounds, false)\n )\n ) {\n if (retrans && graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n this.scrollMatrix && this.scrollMatrix.translate(scrollX, scrollY);\n }\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n // retrans && this.dirtyBounds.copy(tempBounds);\n if (retrans && graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n this.scrollMatrix && this.scrollMatrix.translate(scrollX, scrollY);\n }\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type: number, graphic: IGraphic): IGraphicRender | null {\n let data;\n if (graphic.attribute.renderStyle) {\n const currentRenderMap = this.styleRenderMap.get(graphic.attribute.renderStyle);\n data = currentRenderMap && currentRenderMap.get(type);\n }\n return data || this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear, viewBox } = drawContext;\n // 已经translate过了\n const x = 0;\n const y = 0;\n const width = viewBox.width();\n const height = viewBox.height();\n if (clear) {\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
|
|
1
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+
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{ injectable, inject, named, multiInject } from '../../../common/inversify-lite';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IGlobal\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic/config';\nimport type { IAABBBounds, IBounds, IMatrix } from '@visactor/vutils';\nimport { Bounds, Logger, getRectIntersect, isArray, isRectIntersect } from '@visactor/vutils';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\nimport { boundsAllocate } from '../../../allocator/bounds-allocate';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { application } from '../../../application';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n // 是否使用dirtyBounds\n declare useDirtyBounds: boolean;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n declare global: IGlobal;\n declare layerService: ILayerService;\n\n declare scrollMatrix?: IMatrix;\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n // @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n this.global = application.global;\n this.layerService = application.layerService;\n if (!isArray(this.contributions)) {\n this.contributions = [this.contributions];\n }\n this.init();\n }\n\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n prepareForDraw(renderService: IRenderService, drawContext: IDrawContext) {\n // 有dirtyBounds用dirtyBounds\n if (drawContext.updateBounds) {\n this.useDirtyBounds = true;\n } else {\n // 没有的话,看看是否需要跳过outRange的渲染\n this.useDirtyBounds = !drawContext.stage.params.optimize.disableCheckGraphicWidthOutRange;\n }\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n this.prepareForDraw(renderService, drawContext);\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, viewBox, transMatrix } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, viewBox.width(), viewBox.height());\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n // 如果dpr不是整数或者.5的小数,需要格式化dirtyBounds\n const d = context.dpr % 1;\n if (d || d !== 0.5) {\n dirtyBounds.x1 = Math.floor(dirtyBounds.x1 * context.dpr) / context.dpr;\n dirtyBounds.y1 = Math.floor(dirtyBounds.y1 * context.dpr) / context.dpr;\n dirtyBounds.x2 = Math.ceil(dirtyBounds.x2 * context.dpr) / context.dpr;\n dirtyBounds.y2 = Math.ceil(dirtyBounds.y2 * context.dpr) / context.dpr;\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n // TODO:不需要设置context.transform,后续translate会设置\n context.save();\n context.reset(false);\n context.setClearMatrix(transMatrix.a, transMatrix.b, transMatrix.c, transMatrix.d, transMatrix.e, transMatrix.f);\n // 初始化context\n context.clearMatrix(false);\n // context.setTransformForCurrent(true);\n\n // const drawInArea =\n // dirtyBounds.width() * context.dpr < context.canvas.width ||\n // dirtyBounds.height() * context.dpr < context.canvas.height;\n // context.save();\n\n // 设置translate\n context.translate(viewBox.x1, viewBox.y1, true);\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n // context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n group.isContainer\n ? this.renderGroup(group as IGroup, drawContext, matrixAllocate.allocate(1, 0, 0, 1, 0, 0))\n : this.renderItem(group as IGraphic, drawContext);\n });\n\n // context.restore();\n // context.restore();\n // context.setClearMatrix(1, 0, 0, 1, 0, 0);\n // this.break = false;\n // context.inuse = false;\n context.restore();\n context.draw();\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, parentMatrix: IMatrix, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (\n this.useDirtyBounds &&\n !isRectIntersect(group.AABBBounds, this.dirtyBounds, false) &&\n group.attribute.boundsMode !== 'empty'\n ) {\n return;\n }\n\n let nextM: IMatrix = parentMatrix;\n let tempBounds: IBounds;\n\n if (this.useDirtyBounds) {\n tempBounds = boundsAllocate.allocateByObj(this.dirtyBounds);\n // 变换dirtyBounds\n const gm = group.transMatrix;\n nextM = matrixAllocate.allocateByObj(parentMatrix).multiply(gm.a, gm.b, gm.c, gm.d, gm.e, gm.f);\n // const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(nextM.getInverse());\n }\n\n drawContext.isGroupScroll = !!(group.attribute.scrollX || group.attribute.scrollY);\n\n this.renderItem(group, drawContext, {\n renderInGroupParams: {\n skipSort,\n nextM\n },\n renderInGroup: this._renderInGroup\n });\n\n if (this.useDirtyBounds) {\n this.dirtyBounds.copy(tempBounds);\n boundsAllocate.free(tempBounds);\n matrixAllocate.free(nextM);\n }\n }\n\n _renderInGroup = (skipSort: boolean, group: IGroup, drawContext: IDrawContext, nextM: IMatrix) => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext, nextM);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n };\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer;\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType, graphic);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (\n drawContribution.beforeDrawItem &&\n drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)\n ) {\n return;\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n let retrans: boolean = false;\n let tempBounds: IBounds;\n\n if (drawContext.isGroupScroll) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n retrans = true;\n if (!this.scrollMatrix) {\n this.scrollMatrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);\n }\n this.scrollMatrix.translate(-scrollX, -scrollY);\n }\n // if (graphic.parent) {\n // const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n // if (!!(scrollX || scrollY)) {\n // retrans = true;\n // if (!this.scrollMatrix) {\n // this.scrollMatrix = matrixAllocate.allocate(1, 0, 0, 1, 0, 0);\n // }\n // this.scrollMatrix.translate(-scrollX, -scrollY);\n // }\n // }\n // 需要二次变化,那就重新算一个变换后的Bounds\n if (retrans) {\n tempBounds = this.dirtyBounds.clone().transformWithMatrix(this.scrollMatrix);\n }\n\n if (\n this.useDirtyBounds &&\n !(\n graphic.isContainer ||\n graphic.attribute.boundsMode === 'empty' ||\n isRectIntersect(graphic.AABBBounds, tempBounds ?? this.dirtyBounds, false)\n )\n ) {\n if (retrans && graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n this.scrollMatrix && this.scrollMatrix.translate(scrollX, scrollY);\n }\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n // retrans && this.dirtyBounds.copy(tempBounds);\n if (retrans && graphic.parent) {\n const { scrollX = 0, scrollY = 0 } = graphic.parent.attribute;\n this.scrollMatrix && this.scrollMatrix.translate(scrollX, scrollY);\n }\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n Logger.getInstance().warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type: number, graphic: IGraphic): IGraphicRender | null {\n let data;\n if (graphic.attribute.renderStyle) {\n const currentRenderMap = this.styleRenderMap.get(graphic.attribute.renderStyle);\n data = currentRenderMap && currentRenderMap.get(type);\n }\n return data || this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear, viewBox } = drawContext;\n // 已经translate过了\n const x = 0;\n const y = 0;\n const width = viewBox.width();\n const height = viewBox.height();\n if (clear) {\n context.clearRect(x, y, width, height);\n const stage = renderService.drawParams?.stage;\n stage && (context.globalAlpha = (stage as any).attribute.opacity ?? 1);\n if (stage && (stage as any).backgroundImg && (stage as any).resources) {\n const res = (stage as any).resources.get(clear);\n if (res && res.state === 'success' && res.data) {\n context.drawImage(res.data, x, y, width, height);\n }\n } else {\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n }\n\n afterDraw(renderService: IRenderService, drawParams: IDrawContext) {\n return;\n }\n}\n"]}
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@@ -75,6 +75,7 @@ let CommonDrawItemInterceptorContribution = class {
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75
75
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this.order = 1, this.interceptors = [ new ShadowRootDrawItemInterceptorContribution, new Canvas3DDrawItemInterceptor, new InteractiveDrawItemInterceptorContribution, new DebugDrawItemInterceptorContribution ];
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76
76
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}
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77
77
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afterDrawItem(graphic, renderService, drawContext, drawContribution, params) {
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78
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+
if ((!graphic.in3dMode || drawContext.in3dInterceptor) && !graphic.shadowRoot && !(graphic.baseGraphic || graphic.attribute.globalZIndex || graphic.interactiveGraphic)) return !1;
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79
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for (let i = 0; i < this.interceptors.length; i++) if (this.interceptors[i].afterDrawItem && this.interceptors[i].afterDrawItem(graphic, renderService, drawContext, drawContribution, params)) return !0;
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79
80
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return !1;
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80
81
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}
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