@visactor/vrender-core 1.0.0-alpha.12 → 1.0.0-alpha.14
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/common/performance-raf.js +2 -2
- package/cjs/common/performance-raf.js.map +1 -1
- package/cjs/common/segment/curve/cubic-bezier.d.ts +1 -2
- package/cjs/common/segment/curve/cubic-bezier.js +3 -8
- package/cjs/common/segment/curve/cubic-bezier.js.map +1 -1
- package/cjs/common/segment/curve/quadratic-bezier.d.ts +1 -0
- package/cjs/common/segment/curve/quadratic-bezier.js +10 -3
- package/cjs/common/segment/curve/quadratic-bezier.js.map +1 -1
- package/cjs/graphic/graphic-service/graphic-service.js +2 -3
- package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +1 -0
- package/cjs/graphic/graphic.js +9 -8
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/group.js +8 -15
- package/cjs/graphic/group.js.map +1 -1
- package/cjs/render/contributions/render/group-render.js +2 -2
- package/cjs/render/contributions/render/group-render.js.map +1 -1
- package/dist/index.es.js +91 -96
- package/es/common/performance-raf.js +2 -2
- package/es/common/performance-raf.js.map +1 -1
- package/es/common/segment/curve/cubic-bezier.d.ts +1 -2
- package/es/common/segment/curve/cubic-bezier.js +1 -8
- package/es/common/segment/curve/cubic-bezier.js.map +1 -1
- package/es/common/segment/curve/quadratic-bezier.d.ts +1 -0
- package/es/common/segment/curve/quadratic-bezier.js +5 -2
- package/es/common/segment/curve/quadratic-bezier.js.map +1 -1
- package/es/graphic/graphic-service/graphic-service.js +1 -4
- package/es/graphic/graphic-service/graphic-service.js.map +1 -1
- package/es/graphic/graphic.d.ts +1 -0
- package/es/graphic/graphic.js +9 -8
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/group.js +8 -15
- package/es/graphic/group.js.map +1 -1
- package/es/render/contributions/render/group-render.js +2 -2
- package/es/render/contributions/render/group-render.js.map +1 -1
- package/package.json +3 -3
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[] {\n const { p0, p1, p2 } = curve;\n\n // 划分点\n const pt = quadPointAt(p0, p1, p2, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n // const c3 = PointService.pointAtPP(p2, p3, t);\n // const c12 = PointService.pointAtPP(c1, c2, t);\n // const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new QuadraticBezierCurve(p0, c1, pt);\n const curve2 = new QuadraticBezierCurve(pt, c2, p2);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
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@@ -1,6 +1,7 @@
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1
1
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import type { IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
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2
2
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import { Curve } from './base';
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3
3
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import { type IPoint, type IPointLike } from '@visactor/vutils';
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4
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+
export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
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4
5
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export declare class QuadraticBezierCurve extends Curve implements IQuadraticBezierCurve {
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5
6
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type: number;
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6
7
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originP1?: IPointLike;
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@@ -4,9 +4,12 @@ import { CurveTypeEnum, Direction } from "../../enums";
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4
4
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5
5
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import { Curve } from "./base";
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6
6
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7
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-
import { abs, atan2, max, min } from "@visactor/vutils";
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7
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+
import { abs, atan2, max, min, PointService } from "@visactor/vutils";
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8
8
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9
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-
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9
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+
export function divideQuad(curve, t) {
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10
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+
const {p0: p0, p1: p1, p2: p2} = curve, pt = quadPointAt(p0, p1, p2, t), c1 = PointService.pointAtPP(p0, p1, t), c2 = PointService.pointAtPP(p1, p2, t);
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11
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+
return [ new QuadraticBezierCurve(p0, c1, pt), new QuadraticBezierCurve(pt, c2, p2) ];
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12
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+
}
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10
13
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14
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export class QuadraticBezierCurve extends Curve {
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12
15
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constructor(p0, p1, p2) {
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@@ -1 +1 @@
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1
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-
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1
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+
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p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new QuadraticBezierCurve(p0, c1, pt);\n const curve2 = new QuadraticBezierCurve(pt, c2, p2);\n\n return [curve1, curve2];\n}\n\nexport class QuadraticBezierCurve extends Curve implements IQuadraticBezierCurve {\n type: number = CurveTypeEnum.QuadraticBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y);\n }\n\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return quadPointAt(this.p0, this.p1, this.p2, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n if (this._validPoint()) {\n return quadLength(this.p0, this.p1, this.p2, 0);\n }\n // 默认长度不好给\n return 60;\n }\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p2.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p2.y);\n }\n return 0;\n }\n\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.quadraticCurveTo(this.p1.x * sx + x, this.p1.y * sy + y, this.p2.x * sx + x, this.p2.y * sy + y);\n } else if (percent > 0) {\n const [curve1] = divideQuad(this, percent);\n path.quadraticCurveTo(curve1.p1.x * sx + x, curve1.p1.y * sy + y, curve1.p2.x * sx + x, curve1.p2.y * sy + y);\n }\n }\n\n getYAt(x: number): number {\n throw new Error('QuadraticBezierCurve暂不支持getYAt');\n }\n includeX(x: number): boolean {\n throw new Error('QuadraticBezierCurve暂不支持includeX');\n }\n}\n"]}
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@@ -30,8 +30,6 @@ import { GraphicCreator } from "../constants";
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import { identityMat4, multiplyMat4Mat4, rotateX, rotateY, rotateZ, scaleMat4, translate } from "../../common/matrix";
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-
import { application } from "../../application";
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-
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export function getExtraModelMatrix(dx, dy, graphic) {
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const {alpha: alpha, beta: beta} = graphic.attribute;
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if (!alpha && !beta) return null;
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@@ -185,8 +183,7 @@ let DefaultGraphicService = class {
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if (graphic.shadowRoot || graphic.isContainer) return !0;
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const {visible: visible = theme.visible} = attribute;
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return !(!graphic.valid || !visible) || (aabbBounds.empty() || (graphic.parent && aabbBounds.transformWithMatrix(graphic.parent.globalTransMatrix),
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-
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-
aabbBounds.clear()), !1);
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+
this.clearAABBBounds(graphic, graphic.stage, aabbBounds), aabbBounds.clear()), !1);
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}
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updateTempAABBBounds(aabbBounds) {
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const tb1 = this.tempAABBBounds1, tb2 = this.tempAABBBounds2;
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@@ -1 +1 @@
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1
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-
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{ inject, injectable } from '../../common/inversify-lite';\nimport type { IAABBBounds } from '@visactor/vutils';\nimport { AABBBounds, isNumber, transformBoundsWithMatrix } from '@visactor/vutils';\nimport { SyncHook } from '../../tapable';\nimport type {\n mat4,\n IGraphicAttribute,\n IGraphic,\n IGroup,\n IStage,\n IText,\n ITextGraphicAttribute,\n ITransform,\n IGraphicService,\n IGraphicCreator,\n ISyncHook\n} from '../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../common/text';\nimport { boundStroke } from '../tools';\nimport { mat4Allocate } from '../../allocator/matrix-allocate';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { BoundsContext } from '../../common/bounds-context';\nimport { renderCommandList } from '../../common/render-command-list';\nimport { GraphicCreator } from '../constants';\nimport { identityMat4, multiplyMat4Mat4, rotateX, rotateY, rotateZ, scaleMat4, translate } from '../../common/matrix';\nimport { application } from '../../application';\n\nexport function getExtraModelMatrix(dx: number, dy: number, graphic: IGraphic): mat4 | null {\n const { alpha, beta } = graphic.attribute;\n if (!alpha && !beta) {\n return null;\n }\n const { anchor3d = graphic.attribute.anchor } = graphic.attribute;\n\n const _anchor: [number, number] = [0, 0];\n if (anchor3d) {\n if (typeof anchor3d[0] === 'string') {\n const ratio = parseFloat(anchor3d[0]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor3d[0];\n }\n if (typeof anchor3d[1] === 'string') {\n const ratio = parseFloat(anchor3d[1]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[1] = anchor3d[1];\n }\n }\n\n if (graphic.type === 'text') {\n const { textAlign } = graphic.attribute as ITextGraphicAttribute;\n // 计算偏移\n _anchor[0] += textDrawOffsetX(textAlign, (graphic as IText).clipedWidth);\n }\n\n // 应用偏移,计算全局的偏移\n _anchor[0] += dx;\n _anchor[1] += dy;\n // matrix.scale(dpr, dpr);\n\n const modelMatrix = mat4Allocate.allocate();\n translate(modelMatrix, modelMatrix, [_anchor[0], _anchor[1], 0]);\n if (beta) {\n rotateX(modelMatrix, modelMatrix, beta);\n }\n if (alpha) {\n rotateY(modelMatrix, modelMatrix, alpha);\n }\n translate(modelMatrix, modelMatrix, [-_anchor[0], -_anchor[1], 0]);\n\n return modelMatrix;\n}\n\n// 计算3d下的模型矩阵\nexport function getModelMatrix(out: mat4, graphic: IGraphic, theme: ITransform) {\n const {\n x = theme.x,\n y = theme.y,\n z = theme.z,\n dx = theme.dx,\n dy = theme.dy,\n dz = theme.dz,\n scaleX = theme.scaleX,\n scaleY = theme.scaleY,\n scaleZ = theme.scaleZ,\n alpha = theme.alpha,\n beta = theme.beta,\n angle = theme.angle,\n anchor3d = graphic.attribute.anchor,\n anchor\n } = graphic.attribute;\n\n const _anchor: [number, number, number] = [0, 0, 0];\n if (anchor3d) {\n if (typeof anchor3d[0] === 'string') {\n const ratio = parseFloat(anchor3d[0]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor3d[0];\n }\n if (typeof anchor3d[1] === 'string') {\n const ratio = parseFloat(anchor3d[1]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[1] = anchor3d[1];\n }\n _anchor[2] = anchor3d[2] ?? 0;\n }\n\n // if (graphic.type === 'text') {\n // const { textAlign } = graphic.attribute as ITextGraphicAttribute;\n // // 计算偏移\n // _anchor[0] += textDrawOffsetX(textAlign, (graphic as IText).clipedWidth);\n // }\n\n identityMat4(out);\n // 平移\n translate(out, out, [x + dx, y + dy, z + dz]);\n translate(out, out, [_anchor[0], _anchor[1], _anchor[2]]);\n rotateX(out, out, beta);\n rotateY(out, out, alpha);\n // 基于z轴的偏移基于anchor计算\n // rotateZ(out, out, angle);\n translate(out, out, [-_anchor[0], -_anchor[1], _anchor[2]]);\n scaleMat4(out, out, [scaleX, scaleY, scaleZ]);\n\n // 计算基于z轴的偏移\n if (angle) {\n const m = mat4Allocate.allocate();\n const _anchor: [number, number] = [0, 0];\n if (anchor) {\n if (typeof anchor3d[0] === 'string') {\n const ratio = parseFloat(anchor3d[0]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor3d[0];\n }\n if (typeof anchor3d[1] === 'string') {\n const ratio = parseFloat(anchor3d[1]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[1] = anchor3d[1];\n }\n }\n\n translate(m, m, [_anchor[0], _anchor[1], 0]);\n // 基于z轴的偏移基于anchor计算\n rotateZ(m, m, angle);\n translate(m, m, [-_anchor[0], -_anchor[1], 0]);\n\n multiplyMat4Mat4(out, out, m);\n }\n}\n\nexport function shouldUseMat4(graphic: IGraphic) {\n const { alpha, beta } = graphic.attribute;\n return alpha || beta;\n}\n\n// 管理graphic\n@injectable()\nexport class DefaultGraphicService implements IGraphicService {\n declare hooks: {\n onAttributeUpdate: ISyncHook<[IGraphic]>;\n onSetStage: ISyncHook<[IGraphic, IStage]>;\n onRemove: ISyncHook<[IGraphic]>;\n onRelease: ISyncHook<[IGraphic]>;\n onAddIncremental: ISyncHook<[IGraphic, IGroup, IStage]>;\n onClearIncremental: ISyncHook<[IGroup, IStage]>;\n beforeUpdateAABBBounds: ISyncHook<[IGraphic, IStage, boolean, IAABBBounds]>;\n afterUpdateAABBBounds: ISyncHook<[IGraphic, IStage, IAABBBounds, { globalAABBBounds: IAABBBounds }, boolean]>;\n clearAABBBounds: ISyncHook<[IGraphic, IStage, IAABBBounds]>;\n };\n\n // 临时bounds,用作缓存\n protected tempAABBBounds1: AABBBounds;\n protected tempAABBBounds2: AABBBounds;\n constructor(@inject(GraphicCreator) public readonly creator: IGraphicCreator) {\n this.hooks = {\n onAttributeUpdate: new SyncHook<[IGraphic]>(['graphic']),\n onSetStage: new SyncHook<[IGraphic, IStage]>(['graphic', 'stage']),\n onRemove: new SyncHook<[IGraphic]>(['graphic']),\n onRelease: new SyncHook<[IGraphic]>(['graphic']),\n onAddIncremental: new SyncHook<[IGraphic, IGroup, IStage]>(['graphic', 'group', 'stage']),\n onClearIncremental: new SyncHook<[IGroup, IStage]>(['graphic', 'group', 'stage']),\n beforeUpdateAABBBounds: new SyncHook<[IGraphic, IStage, boolean, IAABBBounds]>([\n 'graphic',\n 'stage',\n 'willUpdate',\n 'aabbBounds'\n ]),\n afterUpdateAABBBounds: new SyncHook<[IGraphic, IStage, IAABBBounds, { globalAABBBounds: IAABBBounds }, boolean]>([\n 'graphic',\n 'stage',\n 'aabbBounds',\n 'globalAABBBounds',\n 'selfChange'\n ]),\n clearAABBBounds: new SyncHook<[IGraphic, IStage, IAABBBounds]>(['graphic', 'stage', 'aabbBounds'])\n };\n this.tempAABBBounds1 = new AABBBounds();\n this.tempAABBBounds2 = new AABBBounds();\n }\n onAttributeUpdate(graphic: IGraphic) {\n if (this.hooks.onAttributeUpdate.taps.length) {\n this.hooks.onAttributeUpdate.call(graphic);\n }\n }\n onSetStage(graphic: IGraphic, stage: IStage): void {\n if (this.hooks.onSetStage.taps.length) {\n this.hooks.onSetStage.call(graphic, stage);\n }\n }\n onRemove(graphic: IGraphic<Partial<IGraphicAttribute>>): void {\n if (this.hooks.onRemove.taps.length) {\n this.hooks.onRemove.call(graphic);\n }\n }\n onRelease(graphic: IGraphic<Partial<IGraphicAttribute>>): void {\n if (this.hooks.onRelease.taps.length) {\n this.hooks.onRelease.call(graphic);\n }\n }\n onAddIncremental(graphic: IGraphic, group: IGroup, stage: IStage): void {\n if (this.hooks.onAddIncremental.taps.length) {\n this.hooks.onAddIncremental.call(graphic, group, stage);\n }\n }\n onClearIncremental(group: IGroup, stage: IStage): void {\n if (this.hooks.onClearIncremental.taps.length) {\n this.hooks.onClearIncremental.call(group, stage);\n }\n }\n beforeUpdateAABBBounds(graphic: IGraphic, stage: IStage, willUpdate: boolean, bounds: IAABBBounds) {\n if (this.hooks.beforeUpdateAABBBounds.taps.length) {\n this.hooks.beforeUpdateAABBBounds.call(graphic, stage, willUpdate, bounds);\n }\n }\n afterUpdateAABBBounds(\n graphic: IGraphic,\n stage: IStage,\n bounds: IAABBBounds,\n params: { globalAABBBounds: IAABBBounds },\n selfChange: boolean\n ) {\n if (this.hooks.afterUpdateAABBBounds.taps.length) {\n this.hooks.afterUpdateAABBBounds.call(graphic, stage, bounds, params, selfChange);\n }\n }\n clearAABBBounds(graphic: IGraphic, stage: IStage, b: IAABBBounds) {\n if (this.hooks.clearAABBBounds.taps.length) {\n this.hooks.clearAABBBounds.call(graphic, stage, b);\n }\n }\n // TODO delete\n updatePathProxyAABBBounds(aabbBounds: IAABBBounds, graphic?: IGraphic): boolean {\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n if (!path) {\n return false;\n }\n const boundsContext = new BoundsContext(aabbBounds);\n renderCommandList(path.commandList, boundsContext, 0, 0);\n return true;\n }\n\n updateHTMLTextAABBBounds(\n attribute: ITextGraphicAttribute,\n textTheme: Required<ITextGraphicAttribute>,\n aabbBounds: IAABBBounds,\n graphic?: IText\n ) {\n const { textAlign, textBaseline } = attribute;\n if (attribute.forceBoundsHeight != null) {\n const h = isNumber(attribute.forceBoundsHeight) ? attribute.forceBoundsHeight : attribute.forceBoundsHeight();\n const dy = textLayoutOffsetY(textBaseline, h, h);\n aabbBounds.set(aabbBounds.x1, dy, aabbBounds.x2, dy + h);\n }\n if (attribute.forceBoundsWidth != null) {\n const w = isNumber(attribute.forceBoundsWidth) ? attribute.forceBoundsWidth : attribute.forceBoundsWidth();\n const dx = textDrawOffsetX(textAlign, w);\n aabbBounds.set(dx, aabbBounds.y1, dx + w, aabbBounds.y2);\n }\n }\n\n combindShadowAABBBounds(bounds: IAABBBounds, graphic?: IGraphic) {\n // 合并shadowRoot的Bounds\n if (graphic && graphic.shadowRoot) {\n const b = graphic.shadowRoot.AABBBounds;\n bounds.union(b);\n }\n }\n\n transformAABBBounds(\n attribute: Partial<IGraphicAttribute>,\n aabbBounds: IAABBBounds,\n theme: Required<IGraphicAttribute>,\n miter: boolean,\n graphic?: IGraphic\n ) {\n if (!aabbBounds.empty()) {\n const {\n scaleX = theme.scaleX,\n scaleY = theme.scaleY,\n stroke = theme.stroke,\n shadowBlur = theme.shadowBlur,\n lineWidth = theme.lineWidth,\n pickStrokeBuffer = theme.pickStrokeBuffer,\n strokeBoundsBuffer = theme.strokeBoundsBuffer\n } = attribute;\n const tb1 = this.tempAABBBounds1;\n const tb2 = this.tempAABBBounds2;\n if (stroke && lineWidth) {\n const scaledHalfLineWidth = (lineWidth + pickStrokeBuffer) / Math.abs(scaleX + scaleY);\n boundStroke(tb1, scaledHalfLineWidth, miter, strokeBoundsBuffer);\n aabbBounds.union(tb1);\n tb1.setValue(tb2.x1, tb2.y1, tb2.x2, tb2.y2);\n }\n if (shadowBlur) {\n const { shadowOffsetX = theme.shadowOffsetX, shadowOffsetY = theme.shadowOffsetY } = attribute;\n const shadowBlurWidth = (shadowBlur / Math.abs(scaleX + scaleY)) * 2;\n boundStroke(tb1, shadowBlurWidth, false, strokeBoundsBuffer + 1);\n tb1.translate(shadowOffsetX, shadowOffsetY);\n aabbBounds.union(tb1);\n // tb1.setValue(tb2.x1, tb2.y1, tb2.x2, tb2.y2);\n }\n }\n\n // 合并shadowRoot的bounds\n this.combindShadowAABBBounds(aabbBounds, graphic);\n if (aabbBounds.empty()) {\n return;\n }\n\n // 性能优化逻辑,group类型变换较少,不需要矩阵变换\n let updateMatrix = true;\n const m = graphic.transMatrix;\n if (graphic && graphic.isContainer) {\n updateMatrix = !(m.a === 1 && m.b === 0 && m.c === 0 && m.d === 1 && m.e === 0 && m.f === 0);\n }\n updateMatrix && transformBoundsWithMatrix(aabbBounds, aabbBounds, m);\n\n // TODO 加上锚点\n // transformBounds(aabbBounds, x, y, scaleX, scaleY, angle);\n // if (graphic.attribute.postMatrix) {\n // console.log('aaa');\n // transformBoundsWithMatrix(aabbBounds, graphic.attribute.postMatrix);\n // }\n // aabbBounds.translate(dx, dy);\n }\n\n validCheck(\n attribute: Partial<IGraphicAttribute>,\n theme: Required<IGraphicAttribute>,\n aabbBounds: IAABBBounds,\n graphic?: IGraphic\n ): boolean {\n if (!graphic) {\n return true;\n }\n\n // 设置了强制wh,那就直接认为是合法的\n if (attribute.forceBoundsHeight != null || attribute.forceBoundsWidth != null) {\n return true;\n }\n\n // 是Group或者有影子节点的话,就直接认为是合法的\n if (graphic.shadowRoot || graphic.isContainer) {\n return true;\n }\n\n const { visible = theme.visible } = attribute;\n\n if (!(graphic.valid && visible)) {\n // application.graphicService.beforeUpdateAABBBounds(graphic, graphic.stage, true, aabbBounds);\n if (!aabbBounds.empty()) {\n graphic.parent && aabbBounds.transformWithMatrix((graphic.parent as IGroup).globalTransMatrix);\n application.graphicService.clearAABBBounds(graphic, graphic.stage, aabbBounds);\n aabbBounds.clear();\n }\n return false;\n }\n return true;\n }\n\n updateTempAABBBounds(aabbBounds: IAABBBounds) {\n const tb1 = this.tempAABBBounds1;\n const tb2 = this.tempAABBBounds2;\n tb1.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2);\n tb2.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2);\n\n return { tb1, tb2 };\n }\n}\n"]}
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{ inject, injectable } from '../../common/inversify-lite';\nimport type { IAABBBounds } from '@visactor/vutils';\nimport { AABBBounds, isNumber, transformBoundsWithMatrix } from '@visactor/vutils';\nimport { SyncHook } from '../../tapable';\nimport type {\n mat4,\n IGraphicAttribute,\n IGraphic,\n IGroup,\n IStage,\n IText,\n ITextGraphicAttribute,\n ITransform,\n IGraphicService,\n IGraphicCreator,\n ISyncHook\n} from '../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../common/text';\nimport { boundStroke } from '../tools';\nimport { mat4Allocate } from '../../allocator/matrix-allocate';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { BoundsContext } from '../../common/bounds-context';\nimport { renderCommandList } from '../../common/render-command-list';\nimport { GraphicCreator } from '../constants';\nimport { identityMat4, multiplyMat4Mat4, rotateX, rotateY, rotateZ, scaleMat4, translate } from '../../common/matrix';\n\nexport function getExtraModelMatrix(dx: number, dy: number, graphic: IGraphic): mat4 | null {\n const { alpha, beta } = graphic.attribute;\n if (!alpha && !beta) {\n return null;\n }\n const { anchor3d = graphic.attribute.anchor } = graphic.attribute;\n\n const _anchor: [number, number] = [0, 0];\n if (anchor3d) {\n if (typeof anchor3d[0] === 'string') {\n const ratio = parseFloat(anchor3d[0]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor3d[0];\n }\n if (typeof anchor3d[1] === 'string') {\n const ratio = parseFloat(anchor3d[1]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[1] = anchor3d[1];\n }\n }\n\n if (graphic.type === 'text') {\n const { textAlign } = graphic.attribute as ITextGraphicAttribute;\n // 计算偏移\n _anchor[0] += textDrawOffsetX(textAlign, (graphic as IText).clipedWidth);\n }\n\n // 应用偏移,计算全局的偏移\n _anchor[0] += dx;\n _anchor[1] += dy;\n // matrix.scale(dpr, dpr);\n\n const modelMatrix = mat4Allocate.allocate();\n translate(modelMatrix, modelMatrix, [_anchor[0], _anchor[1], 0]);\n if (beta) {\n rotateX(modelMatrix, modelMatrix, beta);\n }\n if (alpha) {\n rotateY(modelMatrix, modelMatrix, alpha);\n }\n translate(modelMatrix, modelMatrix, [-_anchor[0], -_anchor[1], 0]);\n\n return modelMatrix;\n}\n\n// 计算3d下的模型矩阵\nexport function getModelMatrix(out: mat4, graphic: IGraphic, theme: ITransform) {\n const {\n x = theme.x,\n y = theme.y,\n z = theme.z,\n dx = theme.dx,\n dy = theme.dy,\n dz = theme.dz,\n scaleX = theme.scaleX,\n scaleY = theme.scaleY,\n scaleZ = theme.scaleZ,\n alpha = theme.alpha,\n beta = theme.beta,\n angle = theme.angle,\n anchor3d = graphic.attribute.anchor,\n anchor\n } = graphic.attribute;\n\n const _anchor: [number, number, number] = [0, 0, 0];\n if (anchor3d) {\n if (typeof anchor3d[0] === 'string') {\n const ratio = parseFloat(anchor3d[0]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor3d[0];\n }\n if (typeof anchor3d[1] === 'string') {\n const ratio = parseFloat(anchor3d[1]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[1] = anchor3d[1];\n }\n _anchor[2] = anchor3d[2] ?? 0;\n }\n\n // if (graphic.type === 'text') {\n // const { textAlign } = graphic.attribute as ITextGraphicAttribute;\n // // 计算偏移\n // _anchor[0] += textDrawOffsetX(textAlign, (graphic as IText).clipedWidth);\n // }\n\n identityMat4(out);\n // 平移\n translate(out, out, [x + dx, y + dy, z + dz]);\n translate(out, out, [_anchor[0], _anchor[1], _anchor[2]]);\n rotateX(out, out, beta);\n rotateY(out, out, alpha);\n // 基于z轴的偏移基于anchor计算\n // rotateZ(out, out, angle);\n translate(out, out, [-_anchor[0], -_anchor[1], _anchor[2]]);\n scaleMat4(out, out, [scaleX, scaleY, scaleZ]);\n\n // 计算基于z轴的偏移\n if (angle) {\n const m = mat4Allocate.allocate();\n const _anchor: [number, number] = [0, 0];\n if (anchor) {\n if (typeof anchor3d[0] === 'string') {\n const ratio = parseFloat(anchor3d[0]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[0] = anchor3d[0];\n }\n if (typeof anchor3d[1] === 'string') {\n const ratio = parseFloat(anchor3d[1]) / 100;\n const bounds = graphic.AABBBounds;\n _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;\n } else {\n _anchor[1] = anchor3d[1];\n }\n }\n\n translate(m, m, [_anchor[0], _anchor[1], 0]);\n // 基于z轴的偏移基于anchor计算\n rotateZ(m, m, angle);\n translate(m, m, [-_anchor[0], -_anchor[1], 0]);\n\n multiplyMat4Mat4(out, out, m);\n }\n}\n\nexport function shouldUseMat4(graphic: IGraphic) {\n const { alpha, beta } = graphic.attribute;\n return alpha || beta;\n}\n\n// 管理graphic\n@injectable()\nexport class DefaultGraphicService implements IGraphicService {\n declare hooks: {\n onAttributeUpdate: ISyncHook<[IGraphic]>;\n onSetStage: ISyncHook<[IGraphic, IStage]>;\n onRemove: ISyncHook<[IGraphic]>;\n onRelease: ISyncHook<[IGraphic]>;\n onAddIncremental: ISyncHook<[IGraphic, IGroup, IStage]>;\n onClearIncremental: ISyncHook<[IGroup, IStage]>;\n beforeUpdateAABBBounds: ISyncHook<[IGraphic, IStage, boolean, IAABBBounds]>;\n afterUpdateAABBBounds: ISyncHook<[IGraphic, IStage, IAABBBounds, { globalAABBBounds: IAABBBounds }, boolean]>;\n clearAABBBounds: ISyncHook<[IGraphic, IStage, IAABBBounds]>;\n };\n\n // 临时bounds,用作缓存\n protected tempAABBBounds1: AABBBounds;\n protected tempAABBBounds2: AABBBounds;\n constructor(@inject(GraphicCreator) public readonly creator: IGraphicCreator) {\n this.hooks = {\n onAttributeUpdate: new SyncHook<[IGraphic]>(['graphic']),\n onSetStage: new SyncHook<[IGraphic, IStage]>(['graphic', 'stage']),\n onRemove: new SyncHook<[IGraphic]>(['graphic']),\n onRelease: new SyncHook<[IGraphic]>(['graphic']),\n onAddIncremental: new SyncHook<[IGraphic, IGroup, IStage]>(['graphic', 'group', 'stage']),\n onClearIncremental: new SyncHook<[IGroup, IStage]>(['graphic', 'group', 'stage']),\n beforeUpdateAABBBounds: new SyncHook<[IGraphic, IStage, boolean, IAABBBounds]>([\n 'graphic',\n 'stage',\n 'willUpdate',\n 'aabbBounds'\n ]),\n afterUpdateAABBBounds: new SyncHook<[IGraphic, IStage, IAABBBounds, { globalAABBBounds: IAABBBounds }, boolean]>([\n 'graphic',\n 'stage',\n 'aabbBounds',\n 'globalAABBBounds',\n 'selfChange'\n ]),\n clearAABBBounds: new SyncHook<[IGraphic, IStage, IAABBBounds]>(['graphic', 'stage', 'aabbBounds'])\n };\n this.tempAABBBounds1 = new AABBBounds();\n this.tempAABBBounds2 = new AABBBounds();\n }\n onAttributeUpdate(graphic: IGraphic) {\n if (this.hooks.onAttributeUpdate.taps.length) {\n this.hooks.onAttributeUpdate.call(graphic);\n }\n }\n onSetStage(graphic: IGraphic, stage: IStage): void {\n if (this.hooks.onSetStage.taps.length) {\n this.hooks.onSetStage.call(graphic, stage);\n }\n }\n onRemove(graphic: IGraphic<Partial<IGraphicAttribute>>): void {\n if (this.hooks.onRemove.taps.length) {\n this.hooks.onRemove.call(graphic);\n }\n }\n onRelease(graphic: IGraphic<Partial<IGraphicAttribute>>): void {\n if (this.hooks.onRelease.taps.length) {\n this.hooks.onRelease.call(graphic);\n }\n }\n onAddIncremental(graphic: IGraphic, group: IGroup, stage: IStage): void {\n if (this.hooks.onAddIncremental.taps.length) {\n this.hooks.onAddIncremental.call(graphic, group, stage);\n }\n }\n onClearIncremental(group: IGroup, stage: IStage): void {\n if (this.hooks.onClearIncremental.taps.length) {\n this.hooks.onClearIncremental.call(group, stage);\n }\n }\n beforeUpdateAABBBounds(graphic: IGraphic, stage: IStage, willUpdate: boolean, bounds: IAABBBounds) {\n if (this.hooks.beforeUpdateAABBBounds.taps.length) {\n this.hooks.beforeUpdateAABBBounds.call(graphic, stage, willUpdate, bounds);\n }\n }\n afterUpdateAABBBounds(\n graphic: IGraphic,\n stage: IStage,\n bounds: IAABBBounds,\n params: { globalAABBBounds: IAABBBounds },\n selfChange: boolean\n ) {\n if (this.hooks.afterUpdateAABBBounds.taps.length) {\n this.hooks.afterUpdateAABBBounds.call(graphic, stage, bounds, params, selfChange);\n }\n }\n clearAABBBounds(graphic: IGraphic, stage: IStage, b: IAABBBounds) {\n if (this.hooks.clearAABBBounds.taps.length) {\n this.hooks.clearAABBBounds.call(graphic, stage, b);\n }\n }\n // TODO delete\n updatePathProxyAABBBounds(aabbBounds: IAABBBounds, graphic?: IGraphic): boolean {\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n if (!path) {\n return false;\n }\n const boundsContext = new BoundsContext(aabbBounds);\n renderCommandList(path.commandList, boundsContext, 0, 0);\n return true;\n }\n\n updateHTMLTextAABBBounds(\n attribute: ITextGraphicAttribute,\n textTheme: Required<ITextGraphicAttribute>,\n aabbBounds: IAABBBounds,\n graphic?: IText\n ) {\n const { textAlign, textBaseline } = attribute;\n if (attribute.forceBoundsHeight != null) {\n const h = isNumber(attribute.forceBoundsHeight) ? attribute.forceBoundsHeight : attribute.forceBoundsHeight();\n const dy = textLayoutOffsetY(textBaseline, h, h);\n aabbBounds.set(aabbBounds.x1, dy, aabbBounds.x2, dy + h);\n }\n if (attribute.forceBoundsWidth != null) {\n const w = isNumber(attribute.forceBoundsWidth) ? attribute.forceBoundsWidth : attribute.forceBoundsWidth();\n const dx = textDrawOffsetX(textAlign, w);\n aabbBounds.set(dx, aabbBounds.y1, dx + w, aabbBounds.y2);\n }\n }\n\n combindShadowAABBBounds(bounds: IAABBBounds, graphic?: IGraphic) {\n // 合并shadowRoot的Bounds\n if (graphic && graphic.shadowRoot) {\n const b = graphic.shadowRoot.AABBBounds;\n bounds.union(b);\n }\n }\n\n transformAABBBounds(\n attribute: Partial<IGraphicAttribute>,\n aabbBounds: IAABBBounds,\n theme: Required<IGraphicAttribute>,\n miter: boolean,\n graphic?: IGraphic\n ) {\n if (!aabbBounds.empty()) {\n const {\n scaleX = theme.scaleX,\n scaleY = theme.scaleY,\n stroke = theme.stroke,\n shadowBlur = theme.shadowBlur,\n lineWidth = theme.lineWidth,\n pickStrokeBuffer = theme.pickStrokeBuffer,\n strokeBoundsBuffer = theme.strokeBoundsBuffer\n } = attribute;\n const tb1 = this.tempAABBBounds1;\n const tb2 = this.tempAABBBounds2;\n if (stroke && lineWidth) {\n const scaledHalfLineWidth = (lineWidth + pickStrokeBuffer) / Math.abs(scaleX + scaleY);\n boundStroke(tb1, scaledHalfLineWidth, miter, strokeBoundsBuffer);\n aabbBounds.union(tb1);\n tb1.setValue(tb2.x1, tb2.y1, tb2.x2, tb2.y2);\n }\n if (shadowBlur) {\n const { shadowOffsetX = theme.shadowOffsetX, shadowOffsetY = theme.shadowOffsetY } = attribute;\n const shadowBlurWidth = (shadowBlur / Math.abs(scaleX + scaleY)) * 2;\n boundStroke(tb1, shadowBlurWidth, false, strokeBoundsBuffer + 1);\n tb1.translate(shadowOffsetX, shadowOffsetY);\n aabbBounds.union(tb1);\n // tb1.setValue(tb2.x1, tb2.y1, tb2.x2, tb2.y2);\n }\n }\n\n // 合并shadowRoot的bounds\n this.combindShadowAABBBounds(aabbBounds, graphic);\n if (aabbBounds.empty()) {\n return;\n }\n\n // 性能优化逻辑,group类型变换较少,不需要矩阵变换\n let updateMatrix = true;\n const m = graphic.transMatrix;\n if (graphic && graphic.isContainer) {\n updateMatrix = !(m.a === 1 && m.b === 0 && m.c === 0 && m.d === 1 && m.e === 0 && m.f === 0);\n }\n updateMatrix && transformBoundsWithMatrix(aabbBounds, aabbBounds, m);\n\n // TODO 加上锚点\n // transformBounds(aabbBounds, x, y, scaleX, scaleY, angle);\n // if (graphic.attribute.postMatrix) {\n // console.log('aaa');\n // transformBoundsWithMatrix(aabbBounds, graphic.attribute.postMatrix);\n // }\n // aabbBounds.translate(dx, dy);\n }\n\n validCheck(\n attribute: Partial<IGraphicAttribute>,\n theme: Required<IGraphicAttribute>,\n aabbBounds: IAABBBounds,\n graphic?: IGraphic\n ): boolean {\n if (!graphic) {\n return true;\n }\n\n // 设置了强制wh,那就直接认为是合法的\n if (attribute.forceBoundsHeight != null || attribute.forceBoundsWidth != null) {\n return true;\n }\n\n // 是Group或者有影子节点的话,就直接认为是合法的\n if (graphic.shadowRoot || graphic.isContainer) {\n return true;\n }\n\n const { visible = theme.visible } = attribute;\n\n if (!(graphic.valid && visible)) {\n // application.graphicService.beforeUpdateAABBBounds(graphic, graphic.stage, true, aabbBounds);\n if (!aabbBounds.empty()) {\n graphic.parent && aabbBounds.transformWithMatrix((graphic.parent as IGroup).globalTransMatrix);\n this.clearAABBBounds(graphic, graphic.stage, aabbBounds);\n aabbBounds.clear();\n }\n return false;\n }\n return true;\n }\n\n updateTempAABBBounds(aabbBounds: IAABBBounds) {\n const tb1 = this.tempAABBBounds1;\n const tb2 = this.tempAABBBounds2;\n tb1.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2);\n tb2.setValue(aabbBounds.x1, aabbBounds.y1, aabbBounds.x2, aabbBounds.y2);\n\n return { tb1, tb2 };\n }\n}\n"]}
|
package/es/graphic/graphic.d.ts
CHANGED
|
@@ -93,6 +93,7 @@ export declare abstract class Graphic<T extends Partial<IGraphicAttribute> = Par
|
|
|
93
93
|
protected updateOBBBoundsStamp?: number;
|
|
94
94
|
clipPathMap?: Map<string, ISymbolClass>;
|
|
95
95
|
constructor(params?: T);
|
|
96
|
+
getGraphicService(): import("../interface").IGraphicService;
|
|
96
97
|
getAttributes(): T;
|
|
97
98
|
setMode(mode: '2d' | '3d'): void;
|
|
98
99
|
set3dMode(): void;
|
package/es/graphic/graphic.js
CHANGED
|
@@ -99,6 +99,10 @@ export class Graphic extends Node {
|
|
|
99
99
|
super(), this._AABBBounds = new AABBBounds, this._updateTag = UpdateTag.INIT, this.attribute = params,
|
|
100
100
|
this.valid = this.isValid(), this.updateAABBBoundsStamp = 0, params.background ? this.loadImage(null !== (_a = params.background.background) && void 0 !== _a ? _a : params.background, !0) : params.shadowGraphic && this.setShadowGraphic(params.shadowGraphic);
|
|
101
101
|
}
|
|
102
|
+
getGraphicService() {
|
|
103
|
+
var _a, _b;
|
|
104
|
+
return null !== (_b = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.graphicService) && void 0 !== _b ? _b : application.graphicService;
|
|
105
|
+
}
|
|
102
106
|
getAttributes() {
|
|
103
107
|
return this.attribute;
|
|
104
108
|
}
|
|
@@ -124,13 +128,12 @@ export class Graphic extends Node {
|
|
|
124
128
|
this._emitCustomEvent("animate-bind", animate);
|
|
125
129
|
}
|
|
126
130
|
tryUpdateAABBBounds() {
|
|
127
|
-
var _a, _b;
|
|
128
131
|
const full = "imprecise" === this.attribute.boundsMode;
|
|
129
132
|
if (!this.shouldUpdateAABBBounds()) return this._AABBBounds;
|
|
130
133
|
if (!this.valid) return this._AABBBounds.clear(), this._AABBBounds;
|
|
131
|
-
|
|
134
|
+
this.getGraphicService().beforeUpdateAABBBounds(this, this.stage, !0, this._AABBBounds);
|
|
132
135
|
const bounds = this.doUpdateAABBBounds(full);
|
|
133
|
-
return
|
|
136
|
+
return this.getGraphicService().afterUpdateAABBBounds(this, this.stage, this._AABBBounds, this, !0),
|
|
134
137
|
"empty" === this.attribute.boundsMode && bounds.clear(), bounds;
|
|
135
138
|
}
|
|
136
139
|
tryUpdateOBBBounds() {
|
|
@@ -226,7 +229,7 @@ export class Graphic extends Node {
|
|
|
226
229
|
clearTag && this.clearUpdateLocalPositionTag()), this._transMatrix;
|
|
227
230
|
}
|
|
228
231
|
shouldUpdateAABBBounds() {
|
|
229
|
-
return this.shadowRoot ? (!!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds()) &&
|
|
232
|
+
return this.shadowRoot ? (!!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds()) && this.getGraphicService().validCheck(this.attribute, this.getGraphicTheme(), this._AABBBounds, this) : !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) && this.getGraphicService().validCheck(this.attribute, this.getGraphicTheme(), this._AABBBounds, this);
|
|
230
233
|
}
|
|
231
234
|
shouldSelfChangeUpdateAABBBounds() {
|
|
232
235
|
return this.shadowRoot ? !!(this._updateTag & UpdateTag.UPDATE_BOUNDS) || this.shadowRoot.shouldUpdateAABBBounds() : !!(this._updateTag & UpdateTag.UPDATE_BOUNDS);
|
|
@@ -409,8 +412,7 @@ export class Graphic extends Node {
|
|
|
409
412
|
return this;
|
|
410
413
|
}
|
|
411
414
|
onAttributeUpdate(context) {
|
|
412
|
-
|
|
413
|
-
context && context.skipUpdateCallback || (null === (_a = this.stage) || void 0 === _a || _a.graphicService.onAttributeUpdate(this),
|
|
415
|
+
context && context.skipUpdateCallback || (this.getGraphicService().onAttributeUpdate(this),
|
|
414
416
|
this._emitCustomEvent("afterAttributeUpdate", context));
|
|
415
417
|
}
|
|
416
418
|
update(d) {
|
|
@@ -587,7 +589,6 @@ export class Graphic extends Node {
|
|
|
587
589
|
}
|
|
588
590
|
}
|
|
589
591
|
setStage(stage, layer) {
|
|
590
|
-
var _a;
|
|
591
592
|
if (this.stage !== stage) {
|
|
592
593
|
if (this.stage = stage, this.layer = layer, this.setStageToShadowRoot(stage, layer),
|
|
593
594
|
this.animates && this.animates.size) {
|
|
@@ -596,7 +597,7 @@ export class Graphic extends Node {
|
|
|
596
597
|
a.timeline.isGlobal && (a.setTimeline(timeline), timeline.addAnimate(a));
|
|
597
598
|
}));
|
|
598
599
|
}
|
|
599
|
-
this._onSetStage && this._onSetStage(this, stage, layer),
|
|
600
|
+
this._onSetStage && this._onSetStage(this, stage, layer), this.getGraphicService().onSetStage(this, stage);
|
|
600
601
|
}
|
|
601
602
|
}
|
|
602
603
|
setStageToShadowRoot(stage, layer) {
|