@visactor/vrender-core 1.0.0-alpha.13 → 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.
@@ -4,7 +4,7 @@ Object.defineProperty(exports, "__esModule", {
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  value: !0
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  }), exports.PerformanceRAF = void 0;
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- const modules_1 = require("../modules");
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+ const application_1 = require("../application");
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  class PerformanceRAF {
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  constructor() {
@@ -14,7 +14,7 @@ class PerformanceRAF {
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  this.nextAnimationFrameCbs = [];
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  for (let i = 0; i < cbs.length; i++) cbs[i] && cbs[i](time);
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  }, this.tryRunAnimationFrameNextFrame = () => {
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- null === this._rafHandle && 0 !== this.nextAnimationFrameCbs.length && (this._rafHandle = modules_1.vglobal.getRequestAnimationFrame()(this.runAnimationFrame));
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+ null === this._rafHandle && 0 !== this.nextAnimationFrameCbs.length && (this._rafHandle = application_1.application.global.getRequestAnimationFrame()(this.runAnimationFrame));
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  };
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  }
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  addAnimationFrameCb(callback) {
@@ -1 +1 @@
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- {"version":3,"sources":["../src/common/performance-raf.ts"],"names":[],"mappings":";;;AAAA,wCAAqC;AAKrC,MAAa,cAAc;IAA3B;QACE,0BAAqB,GAA2B,EAAE,CAAC;QAC3C,eAAU,GAAkB,IAAI,CAAC;QAkB/B,sBAAiB,GAAG,CAAC,IAAY,EAAE,EAAE;YAC7C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;YACvB,MAAM,GAAG,GAAG,IAAI,CAAC,qBAAqB,CAAC;YACvC,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;YAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACnC,IAAI,GAAG,CAAC,CAAC,CAAC,EAAE;oBACV,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;iBACd;aACF;QACH,CAAC,CAAC;QAEQ,kCAA6B,GAAG,GAAG,EAAE;YAC7C,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,IAAI,IAAI,CAAC,qBAAqB,CAAC,MAAM,KAAK,CAAC,EAAE;gBACvE,OAAO;aACR;YACD,IAAI,CAAC,UAAU,GAAG,iBAAO,CAAC,wBAAwB,EAAE,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC/E,CAAC,CAAC;IACJ,CAAC;IAjCC,mBAAmB,CAAC,QAA8B;QAChD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1C,IAAI,CAAC,6BAA6B,EAAE,CAAC;QACrC,OAAO,IAAI,CAAC,qBAAqB,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/C,CAAC;IAED,sBAAsB,CAAC,KAAa;QAClC,IAAI,KAAK,IAAI,CAAC,IAAI,KAAK,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE;YAE3D,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;YACzC,OAAO,IAAI,CAAC;SACb;QACD,OAAO,KAAK,CAAC;IACf,CAAC;CAmBF;AArCD,wCAqCC","file":"performance-raf.js","sourcesContent":["import { vglobal } from '../modules';\n\n/**\n * 性能优化,将requestAnimationFrame的回调函数存储起来,在下一帧执行\n */\nexport class PerformanceRAF {\n nextAnimationFrameCbs: FrameRequestCallback[] = [];\n private _rafHandle: number | null = null;\n\n addAnimationFrameCb(callback: FrameRequestCallback) {\n this.nextAnimationFrameCbs.push(callback);\n // 下一帧执行nextAnimationFrameCbs\n this.tryRunAnimationFrameNextFrame();\n return this.nextAnimationFrameCbs.length - 1;\n }\n\n removeAnimationFrameCb(index: number): boolean {\n if (index >= 0 && index < this.nextAnimationFrameCbs.length) {\n // Set to null instead of empty function to avoid linter error\n this.nextAnimationFrameCbs[index] = null;\n return true;\n }\n return false;\n }\n\n protected runAnimationFrame = (time: number) => {\n this._rafHandle = null;\n const cbs = this.nextAnimationFrameCbs;\n this.nextAnimationFrameCbs = [];\n for (let i = 0; i < cbs.length; i++) {\n if (cbs[i]) {\n cbs[i](time);\n }\n }\n };\n\n protected tryRunAnimationFrameNextFrame = () => {\n if (this._rafHandle !== null || this.nextAnimationFrameCbs.length === 0) {\n return;\n }\n this._rafHandle = vglobal.getRequestAnimationFrame()(this.runAnimationFrame);\n };\n}\n"]}
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+ {"version":3,"sources":["../src/common/performance-raf.ts"],"names":[],"mappings":";;;AAAA,gDAA6C;AAK7C,MAAa,cAAc;IAA3B;QACE,0BAAqB,GAA2B,EAAE,CAAC;QAC3C,eAAU,GAAkB,IAAI,CAAC;QAkB/B,sBAAiB,GAAG,CAAC,IAAY,EAAE,EAAE;YAC7C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;YACvB,MAAM,GAAG,GAAG,IAAI,CAAC,qBAAqB,CAAC;YACvC,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;YAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACnC,IAAI,GAAG,CAAC,CAAC,CAAC,EAAE;oBACV,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;iBACd;aACF;QACH,CAAC,CAAC;QAEQ,kCAA6B,GAAG,GAAG,EAAE;YAC7C,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,IAAI,IAAI,CAAC,qBAAqB,CAAC,MAAM,KAAK,CAAC,EAAE;gBACvE,OAAO;aACR;YACD,IAAI,CAAC,UAAU,GAAG,yBAAW,CAAC,MAAM,CAAC,wBAAwB,EAAE,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC1F,CAAC,CAAC;IACJ,CAAC;IAjCC,mBAAmB,CAAC,QAA8B;QAChD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1C,IAAI,CAAC,6BAA6B,EAAE,CAAC;QACrC,OAAO,IAAI,CAAC,qBAAqB,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/C,CAAC;IAED,sBAAsB,CAAC,KAAa;QAClC,IAAI,KAAK,IAAI,CAAC,IAAI,KAAK,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE;YAE3D,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;YACzC,OAAO,IAAI,CAAC;SACb;QACD,OAAO,KAAK,CAAC;IACf,CAAC;CAmBF;AArCD,wCAqCC","file":"performance-raf.js","sourcesContent":["import { application } from '../application';\n\n/**\n * 性能优化,将requestAnimationFrame的回调函数存储起来,在下一帧执行\n */\nexport class PerformanceRAF {\n nextAnimationFrameCbs: FrameRequestCallback[] = [];\n private _rafHandle: number | null = null;\n\n addAnimationFrameCb(callback: FrameRequestCallback) {\n this.nextAnimationFrameCbs.push(callback);\n // 下一帧执行nextAnimationFrameCbs\n this.tryRunAnimationFrameNextFrame();\n return this.nextAnimationFrameCbs.length - 1;\n }\n\n removeAnimationFrameCb(index: number): boolean {\n if (index >= 0 && index < this.nextAnimationFrameCbs.length) {\n // Set to null instead of empty function to avoid linter error\n this.nextAnimationFrameCbs[index] = null;\n return true;\n }\n return false;\n }\n\n protected runAnimationFrame = (time: number) => {\n this._rafHandle = null;\n const cbs = this.nextAnimationFrameCbs;\n this.nextAnimationFrameCbs = [];\n for (let i = 0; i < cbs.length; i++) {\n if (cbs[i]) {\n cbs[i](time);\n }\n }\n };\n\n protected tryRunAnimationFrameNextFrame = () => {\n if (this._rafHandle !== null || this.nextAnimationFrameCbs.length === 0) {\n return;\n }\n this._rafHandle = application.global.getRequestAnimationFrame()(this.runAnimationFrame);\n };\n}\n"]}
@@ -1,8 +1,7 @@
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  import type { IPoint, IPointLike } from '@visactor/vutils';
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- import type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
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+ import type { ICubicBezierCurve, IDirection, IPath2D } from '../../../interface';
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  import { Curve } from './base';
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  export declare function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[];
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- export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
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  export declare class CubicBezierCurve extends Curve implements ICubicBezierCurve {
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  type: number;
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  originP1?: IPointLike;
@@ -2,21 +2,16 @@
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  Object.defineProperty(exports, "__esModule", {
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  value: !0
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- }), exports.CubicBezierCurve = exports.divideQuad = exports.divideCubic = void 0;
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+ }), exports.CubicBezierCurve = exports.divideCubic = void 0;
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- const vutils_1 = require("@visactor/vutils"), base_1 = require("./base"), enums_1 = require("../../enums"), bezier_utils_1 = require("../../bezier-utils"), quadratic_bezier_1 = require("./quadratic-bezier");
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+ const vutils_1 = require("@visactor/vutils"), base_1 = require("./base"), enums_1 = require("../../enums"), bezier_utils_1 = require("../../bezier-utils");
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  function divideCubic(curve, t) {
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  const {p0: p0, p1: p1, p2: p2, p3: p3} = curve, pt = (0, bezier_utils_1.cubicPointAt)(p0, p1, p2, p3, t), c1 = vutils_1.PointService.pointAtPP(p0, p1, t), c2 = vutils_1.PointService.pointAtPP(p1, p2, t), c3 = vutils_1.PointService.pointAtPP(p2, p3, t), c12 = vutils_1.PointService.pointAtPP(c1, c2, t), c23 = vutils_1.PointService.pointAtPP(c2, c3, t);
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  return [ new CubicBezierCurve(p0, c1, c12, pt), new CubicBezierCurve(pt, c23, c3, p3) ];
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  }
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- function divideQuad(curve, t) {
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- const {p0: p0, p1: p1, p2: p2} = curve, pt = (0, bezier_utils_1.quadPointAt)(p0, p1, p2, t), c1 = vutils_1.PointService.pointAtPP(p0, p1, t), c2 = vutils_1.PointService.pointAtPP(p1, p2, t);
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- return [ new quadratic_bezier_1.QuadraticBezierCurve(p0, c1, pt), new quadratic_bezier_1.QuadraticBezierCurve(pt, c2, p2) ];
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- }
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-
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- exports.divideCubic = divideCubic, exports.divideQuad = divideQuad;
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+ exports.divideCubic = divideCubic;
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  class CubicBezierCurve extends base_1.Curve {
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  constructor(p0, p1, p2, p3) {
@@ -1 +1 @@
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- 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[] {\n const { p0, p1, p2 } = curve;\n\n // 划分点\n const pt = quadPointAt(p0, p1, p2, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n // const c3 = PointService.pointAtPP(p2, p3, t);\n // const c12 = PointService.pointAtPP(c1, c2, t);\n // const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new QuadraticBezierCurve(p0, c1, pt);\n const curve2 = new QuadraticBezierCurve(pt, c2, p2);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
1
+ 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
@@ -1,6 +1,7 @@
1
1
  import type { IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
2
2
  import { Curve } from './base';
3
3
  import { type IPoint, type IPointLike } from '@visactor/vutils';
4
+ export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
4
5
  export declare class QuadraticBezierCurve extends Curve implements IQuadraticBezierCurve {
5
6
  type: number;
6
7
  originP1?: IPointLike;
@@ -2,9 +2,16 @@
2
2
 
3
3
  Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
- }), exports.QuadraticBezierCurve = void 0;
5
+ }), exports.QuadraticBezierCurve = exports.divideQuad = void 0;
6
6
 
7
- const bezier_utils_1 = require("../../bezier-utils"), enums_1 = require("../../enums"), base_1 = require("./base"), vutils_1 = require("@visactor/vutils"), cubic_bezier_1 = require("./cubic-bezier");
7
+ const bezier_utils_1 = require("../../bezier-utils"), enums_1 = require("../../enums"), base_1 = require("./base"), vutils_1 = require("@visactor/vutils");
8
+
9
+ function divideQuad(curve, t) {
10
+ const {p0: p0, p1: p1, p2: p2} = curve, pt = (0, bezier_utils_1.quadPointAt)(p0, p1, p2, t), c1 = vutils_1.PointService.pointAtPP(p0, p1, t), c2 = vutils_1.PointService.pointAtPP(p1, p2, t);
11
+ return [ new QuadraticBezierCurve(p0, c1, pt), new QuadraticBezierCurve(pt, c2, p2) ];
12
+ }
13
+
14
+ exports.divideQuad = divideQuad;
8
15
 
9
16
  class QuadraticBezierCurve extends base_1.Curve {
10
17
  constructor(p0, p1, p2) {
@@ -31,7 +38,7 @@ class QuadraticBezierCurve extends base_1.Curve {
31
38
  }
32
39
  draw(path, x, y, sx, sy, percent) {
33
40
  if (path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y), percent >= 1) path.quadraticCurveTo(this.p1.x * sx + x, this.p1.y * sy + y, this.p2.x * sx + x, this.p2.y * sy + y); else if (percent > 0) {
34
- const [curve1] = (0, cubic_bezier_1.divideQuad)(this, percent);
41
+ const [curve1] = divideQuad(this, percent);
35
42
  path.quadraticCurveTo(curve1.p1.x * sx + x, curve1.p1.y * sy + y, curve1.p2.x * sx + x, curve1.p2.y * sy + y);
36
43
  }
37
44
  }
@@ -1 +1 @@
1
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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"]}
1
+ {"version":3,"sources":["../src/common/segment/curve/quadratic-bezier.ts"],"names":[],"mappings":";;;AACA,qDAA6D;AAC7D,uCAAuD;AACvD,iCAA+B;AAC/B,6CAAoG;AAUpG,SAAgB,UAAU,CAAC,KAA4B,EAAE,CAAS;IAChE,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,KAAK,CAAC;IAG7B,MAAM,EAAE,GAAG,IAAA,0BAAW,EAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;IAKtC,MAAM,EAAE,GAAG,qBAAY,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;IAC7C,MAAM,EAAE,GAAG,qBAAY,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;IAM7C,MAAM,MAAM,GAAG,IAAI,oBAAoB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IACpD,MAAM,MAAM,GAAG,IAAI,oBAAoB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IAEpD,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;AAC1B,CAAC;AApBD,gCAoBC;AAED,MAAa,oBAAqB,SAAQ,YAAK;IAQ7C,YAAY,EAAU,EAAE,EAAU,EAAE,EAAU;QAC5C,KAAK,EAAE,CAAC;QARV,SAAI,GAAW,qBAAa,CAAC,oBAAoB,CAAC;QAShD,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;QACb,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;QACb,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;IACf,CAAC;IAES,WAAW;QACnB,OAAO,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAChG,CAAC;IAED,UAAU,CAAC,CAAS;QAClB,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK,EAAE;YAC1B,OAAO,IAAA,0BAAW,EAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;SAClD;QACD,MAAM,IAAI,KAAK,CAAC,6BAA6B,CAAC,CAAC;IACjD,CAAC;IACS,UAAU;QAClB,IAAI,IAAI,CAAC,WAAW,EAAE,EAAE;YACtB,OAAO,IAAA,yBAAU,EAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;SACjD;QAED,OAAO,EAAE,CAAC;IACZ,CAAC;IACS,cAAc,CAAC,SAAqB;QAC5C,IAAI,SAAS,KAAK,iBAAS,CAAC,GAAG,EAAE;YAC/B,OAAO,IAAA,YAAG,EAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SACnC;aAAM,IAAI,SAAS,KAAK,iBAAS,CAAC,MAAM,EAAE;YACzC,OAAO,IAAA,YAAG,EAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SACnC;QACD,OAAO,CAAC,CAAC;IACX,CAAC;IAED,UAAU,CAAC,CAAS;QAClB,MAAM,IAAI,GAAG,IAAA,YAAG,EAAC,CAAC,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QAC9B,MAAM,IAAI,GAAG,IAAA,YAAG,EAAC,CAAC,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QAC9B,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACnC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACnC,OAAO,IAAA,cAAK,EAAC,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;IACjD,CAAC;IAED,IAAI,CAAC,IAAa,EAAE,CAAS,EAAE,CAAS,EAAE,EAAU,EAAE,EAAU,EAAE,OAAe;QAC/E,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QACpD,IAAI,OAAO,IAAI,CAAC,EAAE;YAChB,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;SACvG;aAAM,IAAI,OAAO,GAAG,CAAC,EAAE;YACtB,MAAM,CAAC,MAAM,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;YAC3C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;SAC/G;IACH,CAAC;IAED,MAAM,CAAC,CAAS;QACd,MAAM,IAAI,KAAK,CAAC,gCAAgC,CAAC,CAAC;IACpD,CAAC;IACD,QAAQ,CAAC,CAAS;QAChB,MAAM,IAAI,KAAK,CAAC,kCAAkC,CAAC,CAAC;IACtD,CAAC;CACF;AAjED,oDAiEC","file":"quadratic-bezier.js","sourcesContent":["import type { IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { quadLength, quadPointAt } from '../../bezier-utils';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { Curve } from './base';\nimport { abs, atan2, max, min, PointService, type IPoint, type IPointLike } from '@visactor/vutils';\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 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"]}
@@ -16,7 +16,7 @@ Object.defineProperty(exports, "__esModule", {
16
16
  value: !0
17
17
  }), exports.DefaultCanvasGroupRender = void 0;
18
18
 
19
- const inversify_lite_1 = require("../../../common/inversify-lite"), theme_1 = require("../../../graphic/theme"), graphic_service_1 = require("../../../graphic/graphic-service/graphic-service"), vutils_1 = require("@visactor/vutils"), contribution_provider_1 = require("../../../common/contribution-provider"), rect_1 = require("../../../common/shape/rect"), utils_1 = require("./utils"), constants_1 = require("./contributions/constants"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), constants_2 = require("../../../graphic/constants"), enums_1 = require("../../../common/enums"), contributions_1 = require("./contributions"), matrix_1 = require("../../../common/matrix"), modules_1 = require("../../../modules");
19
+ const inversify_lite_1 = require("../../../common/inversify-lite"), theme_1 = require("../../../graphic/theme"), graphic_service_1 = require("../../../graphic/graphic-service/graphic-service"), vutils_1 = require("@visactor/vutils"), contribution_provider_1 = require("../../../common/contribution-provider"), rect_1 = require("../../../common/shape/rect"), utils_1 = require("./utils"), constants_1 = require("./contributions/constants"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), constants_2 = require("../../../graphic/constants"), enums_1 = require("../../../common/enums"), contributions_1 = require("./contributions"), matrix_1 = require("../../../common/matrix"), application_1 = require("../../../application");
20
20
 
21
21
  let DefaultCanvasGroupRender = class {
22
22
  constructor(groupRenderContribitions) {
@@ -70,7 +70,7 @@ let DefaultCanvasGroupRender = class {
70
70
  if (!context) return;
71
71
  const {clip: clip, baseOpacity: baseOpacity = 1, drawMode: drawMode} = group.attribute, lastNativeContext = context.nativeContext, lastNativeCanvas = context.canvas.nativeCanvas;
72
72
  if (drawMode > 0) {
73
- const {x: x, y: y, width: width, height: height} = group.attribute, canvas = context.canvas, newCanvas = modules_1.vglobal.createCanvas({
73
+ const {x: x, y: y, width: width, height: height} = group.attribute, canvas = context.canvas, newCanvas = application_1.application.global.createCanvas({
74
74
  width: canvas.width,
75
75
  height: canvas.height,
76
76
  dpr: 1
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IGroupGraphicAttribute\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { getModelMatrix } from '../../../graphic/graphic-service/graphic-service';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { vglobal } from '../../../modules';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\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 groupAttribute?: Required<IGroupGraphicAttribute>\n ) {\n // 提前判定,否则每次都要获取一堆属性\n const { clip, fill, stroke, background } = group.attribute;\n\n if (!(clip || fill || stroke || background)) {\n return;\n }\n\n groupAttribute = groupAttribute ?? getTheme(group, params?.theme).group;\n\n const {\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible,\n fillStrokeOrder = groupAttribute.fillStrokeOrder,\n cornerType = groupAttribute.cornerType,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\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rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius, cornerType !== 'bevel');\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n const _runFill = () => {\n if ((doFillOrStroke as any).doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.fill();\n }\n }\n };\n\n const _runStroke = () => {\n if ((doFillOrStroke as any).doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n const { clip, baseOpacity = 1, drawMode } = group.attribute;\n const lastNativeContext = context.nativeContext;\n const lastNativeCanvas = context.canvas.nativeCanvas;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 绘制到新的Canvas上,然后再绘制回来\n const canvas = context.canvas;\n const newCanvas = vglobal.createCanvas({ width: canvas.width, height: canvas.height, dpr: 1 });\n const newContext = newCanvas.getContext('2d');\n const transform = context.nativeContext.getTransform();\n // 首先应用transform\n newContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n // 然后将背景绘制到新的canvas上,只绘制group的Bounds区域\n // 如果drawMode === 1,则需要背景\n // 如果drawMode === 2,则不需要背景,只需要group即可\n if (drawMode === 1) {\n newContext.save();\n newContext.clearRect(0, 0, canvas.width, canvas.height);\n newContext.beginPath();\n\n newContext.rect(x, y, width, height);\n newContext.clip();\n newContext.drawImage(\n canvas.nativeCanvas,\n 0,\n 0,\n canvas.width,\n canvas.height,\n 0,\n 0,\n canvas.displayWidth,\n canvas.displayHeight\n );\n newContext.restore();\n }\n // 狸猫换太子,把新的context赋值给context\n context.nativeContext = newContext;\n canvas.nativeCanvas = newCanvas;\n }\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n const baseGlobalAlpha = context.baseGlobalAlpha;\n context.baseGlobalAlpha *= baseOpacity;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const groupAttribute = getTheme(group, params?.theme).group;\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext, null, null, null);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX, scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.renderInGroup) {\n p = params.renderInGroup(\n params.renderInGroupParams?.skipSort,\n group,\n drawContext,\n params.renderInGroupParams?.nextM\n );\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha = baseGlobalAlpha;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 将原始的context和canvas恢复,另外将newCanvas上的内容绘制到lastCanvas上\n const newContext = context.nativeContext;\n const newCanvas = context.canvas.nativeCanvas;\n lastNativeContext.save();\n lastNativeContext.setTransform(context.dpr, 0, 0, context.dpr, 0, 0, true);\n // 如果drawMode === 1,则需要清一下之前的背景,否则背景就重复绘制了一次\n if (drawMode === 1) {\n newContext.rect(x, y, width, height);\n }\n lastNativeContext.drawImage(\n newCanvas,\n 0,\n 0,\n newCanvas.width,\n newCanvas.height,\n 0,\n 0,\n context.canvas.displayWidth,\n context.canvas.displayHeight\n );\n const transform = newContext.getTransform();\n lastNativeContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n context.nativeContext = lastNativeContext;\n context.canvas.nativeCanvas = lastNativeCanvas;\n lastNativeContext.restore();\n }\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
1
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IGroupGraphicAttribute\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { getModelMatrix } from '../../../graphic/graphic-service/graphic-service';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { application } from '../../../application';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\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 groupAttribute?: Required<IGroupGraphicAttribute>\n ) {\n // 提前判定,否则每次都要获取一堆属性\n const { clip, fill, stroke, background } = group.attribute;\n\n if (!(clip || fill || stroke || background)) {\n return;\n }\n\n groupAttribute = groupAttribute ?? getTheme(group, params?.theme).group;\n\n const {\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible,\n fillStrokeOrder = groupAttribute.fillStrokeOrder,\n cornerType = groupAttribute.cornerType,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\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rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius, cornerType !== 'bevel');\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n const _runFill = () => {\n if ((doFillOrStroke as any).doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.fill();\n }\n }\n };\n\n const _runStroke = () => {\n if ((doFillOrStroke as any).doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n const { clip, baseOpacity = 1, drawMode } = group.attribute;\n const lastNativeContext = context.nativeContext;\n const lastNativeCanvas = context.canvas.nativeCanvas;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 绘制到新的Canvas上,然后再绘制回来\n const canvas = context.canvas;\n const newCanvas = application.global.createCanvas({ width: canvas.width, height: canvas.height, dpr: 1 });\n const newContext = newCanvas.getContext('2d');\n const transform = context.nativeContext.getTransform();\n // 首先应用transform\n newContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n // 然后将背景绘制到新的canvas上,只绘制group的Bounds区域\n // 如果drawMode === 1,则需要背景\n // 如果drawMode === 2,则不需要背景,只需要group即可\n if (drawMode === 1) {\n newContext.save();\n newContext.clearRect(0, 0, canvas.width, canvas.height);\n newContext.beginPath();\n\n newContext.rect(x, y, width, height);\n newContext.clip();\n newContext.drawImage(\n canvas.nativeCanvas,\n 0,\n 0,\n canvas.width,\n canvas.height,\n 0,\n 0,\n canvas.displayWidth,\n canvas.displayHeight\n );\n newContext.restore();\n }\n // 狸猫换太子,把新的context赋值给context\n context.nativeContext = newContext;\n canvas.nativeCanvas = newCanvas;\n }\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n const baseGlobalAlpha = context.baseGlobalAlpha;\n context.baseGlobalAlpha *= baseOpacity;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const groupAttribute = getTheme(group, params?.theme).group;\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext, null, null, null);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX, scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.renderInGroup) {\n p = params.renderInGroup(\n params.renderInGroupParams?.skipSort,\n group,\n drawContext,\n params.renderInGroupParams?.nextM\n );\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha = baseGlobalAlpha;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 将原始的context和canvas恢复,另外将newCanvas上的内容绘制到lastCanvas上\n const newContext = context.nativeContext;\n const newCanvas = context.canvas.nativeCanvas;\n lastNativeContext.save();\n lastNativeContext.setTransform(context.dpr, 0, 0, context.dpr, 0, 0, true);\n // 如果drawMode === 1,则需要清一下之前的背景,否则背景就重复绘制了一次\n if (drawMode === 1) {\n newContext.rect(x, y, width, height);\n }\n lastNativeContext.drawImage(\n newCanvas,\n 0,\n 0,\n newCanvas.width,\n newCanvas.height,\n 0,\n 0,\n context.canvas.displayWidth,\n context.canvas.displayHeight\n );\n const transform = newContext.getTransform();\n lastNativeContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n context.nativeContext = lastNativeContext;\n context.canvas.nativeCanvas = lastNativeCanvas;\n lastNativeContext.restore();\n }\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
package/dist/index.es.js CHANGED
@@ -852,6 +852,10 @@ const EnvContribution = Symbol.for('EnvContribution');
852
852
  const VGlobal = Symbol.for('VGlobal');
853
853
  const DEFAULT_TEXT_FONT_FAMILY = 'PingFang SC,Helvetica Neue,Microsoft Yahei,system-ui,-apple-system,segoe ui,Roboto,Helvetica,Arial,sans-serif,apple color emoji,segoe ui emoji,segoe ui symbol';
854
854
 
855
+ class Application {
856
+ }
857
+ const application = new Application();
858
+
855
859
  class PerformanceRAF {
856
860
  constructor() {
857
861
  this.nextAnimationFrameCbs = [];
@@ -870,7 +874,7 @@ class PerformanceRAF {
870
874
  if (this._rafHandle !== null || this.nextAnimationFrameCbs.length === 0) {
871
875
  return;
872
876
  }
873
- this._rafHandle = vglobal.getRequestAnimationFrame()(this.runAnimationFrame);
877
+ this._rafHandle = application.global.getRequestAnimationFrame()(this.runAnimationFrame);
874
878
  };
875
879
  }
876
880
  addAnimationFrameCb(callback) {
@@ -1788,63 +1792,6 @@ function quadLength(p0, p1, p2, iterationCount) {
1788
1792
  return snapLength([p0.x, p1.x, p2.x], [p0.y, p1.y, p2.y]);
1789
1793
  }
1790
1794
 
1791
- class QuadraticBezierCurve extends Curve {
1792
- constructor(p0, p1, p2) {
1793
- super();
1794
- this.type = CurveTypeEnum.QuadraticBezierCurve;
1795
- this.p0 = p0;
1796
- this.p1 = p1;
1797
- this.p2 = p2;
1798
- }
1799
- _validPoint() {
1800
- return Number.isFinite(this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y);
1801
- }
1802
- getPointAt(t) {
1803
- if (this.defined !== false) {
1804
- return quadPointAt(this.p0, this.p1, this.p2, t);
1805
- }
1806
- throw new Error('defined为false的点不能getPointAt');
1807
- }
1808
- calcLength() {
1809
- if (this._validPoint()) {
1810
- return quadLength(this.p0, this.p1, this.p2);
1811
- }
1812
- return 60;
1813
- }
1814
- calcProjLength(direction) {
1815
- if (direction === Direction.ROW) {
1816
- return abs(this.p0.x - this.p2.x);
1817
- }
1818
- else if (direction === Direction.COLUMN) {
1819
- return abs(this.p0.y - this.p2.y);
1820
- }
1821
- return 0;
1822
- }
1823
- getAngleAt(t) {
1824
- const minT = max(t - 0.01, 0);
1825
- const maxT = min(t + 0.01, 1);
1826
- const minP = this.getPointAt(minT);
1827
- const maxP = this.getPointAt(maxT);
1828
- return atan2(maxP.y - minP.y, maxP.x - minP.x);
1829
- }
1830
- draw(path, x, y, sx, sy, percent) {
1831
- path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);
1832
- if (percent >= 1) {
1833
- path.quadraticCurveTo(this.p1.x * sx + x, this.p1.y * sy + y, this.p2.x * sx + x, this.p2.y * sy + y);
1834
- }
1835
- else if (percent > 0) {
1836
- const [curve1] = divideQuad(this, percent);
1837
- path.quadraticCurveTo(curve1.p1.x * sx + x, curve1.p1.y * sy + y, curve1.p2.x * sx + x, curve1.p2.y * sy + y);
1838
- }
1839
- }
1840
- getYAt(x) {
1841
- throw new Error('QuadraticBezierCurve暂不支持getYAt');
1842
- }
1843
- includeX(x) {
1844
- throw new Error('QuadraticBezierCurve暂不支持includeX');
1845
- }
1846
- }
1847
-
1848
1795
  function divideCubic(curve, t) {
1849
1796
  const { p0, p1, p2, p3 } = curve;
1850
1797
  const pt = cubicPointAt(p0, p1, p2, p3, t);
@@ -1857,15 +1804,6 @@ function divideCubic(curve, t) {
1857
1804
  const curve2 = new CubicBezierCurve(pt, c23, c3, p3);
1858
1805
  return [curve1, curve2];
1859
1806
  }
1860
- function divideQuad(curve, t) {
1861
- const { p0, p1, p2 } = curve;
1862
- const pt = quadPointAt(p0, p1, p2, t);
1863
- const c1 = PointService.pointAtPP(p0, p1, t);
1864
- const c2 = PointService.pointAtPP(p1, p2, t);
1865
- const curve1 = new QuadraticBezierCurve(p0, c1, pt);
1866
- const curve2 = new QuadraticBezierCurve(pt, c2, p2);
1867
- return [curve1, curve2];
1868
- }
1869
1807
  class CubicBezierCurve extends Curve {
1870
1808
  constructor(p0, p1, p2, p3) {
1871
1809
  super();
@@ -2708,6 +2646,72 @@ class CatmullRomClosed {
2708
2646
  }
2709
2647
  const genCatmullRomClosedSegments = commonGenCatmullRomSegments('catmullRomClosed', CatmullRomClosed);
2710
2648
 
2649
+ function divideQuad(curve, t) {
2650
+ const { p0, p1, p2 } = curve;
2651
+ const pt = quadPointAt(p0, p1, p2, t);
2652
+ const c1 = PointService.pointAtPP(p0, p1, t);
2653
+ const c2 = PointService.pointAtPP(p1, p2, t);
2654
+ const curve1 = new QuadraticBezierCurve(p0, c1, pt);
2655
+ const curve2 = new QuadraticBezierCurve(pt, c2, p2);
2656
+ return [curve1, curve2];
2657
+ }
2658
+ class QuadraticBezierCurve extends Curve {
2659
+ constructor(p0, p1, p2) {
2660
+ super();
2661
+ this.type = CurveTypeEnum.QuadraticBezierCurve;
2662
+ this.p0 = p0;
2663
+ this.p1 = p1;
2664
+ this.p2 = p2;
2665
+ }
2666
+ _validPoint() {
2667
+ return Number.isFinite(this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y);
2668
+ }
2669
+ getPointAt(t) {
2670
+ if (this.defined !== false) {
2671
+ return quadPointAt(this.p0, this.p1, this.p2, t);
2672
+ }
2673
+ throw new Error('defined为false的点不能getPointAt');
2674
+ }
2675
+ calcLength() {
2676
+ if (this._validPoint()) {
2677
+ return quadLength(this.p0, this.p1, this.p2);
2678
+ }
2679
+ return 60;
2680
+ }
2681
+ calcProjLength(direction) {
2682
+ if (direction === Direction.ROW) {
2683
+ return abs(this.p0.x - this.p2.x);
2684
+ }
2685
+ else if (direction === Direction.COLUMN) {
2686
+ return abs(this.p0.y - this.p2.y);
2687
+ }
2688
+ return 0;
2689
+ }
2690
+ getAngleAt(t) {
2691
+ const minT = max(t - 0.01, 0);
2692
+ const maxT = min(t + 0.01, 1);
2693
+ const minP = this.getPointAt(minT);
2694
+ const maxP = this.getPointAt(maxT);
2695
+ return atan2(maxP.y - minP.y, maxP.x - minP.x);
2696
+ }
2697
+ draw(path, x, y, sx, sy, percent) {
2698
+ path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);
2699
+ if (percent >= 1) {
2700
+ path.quadraticCurveTo(this.p1.x * sx + x, this.p1.y * sy + y, this.p2.x * sx + x, this.p2.y * sy + y);
2701
+ }
2702
+ else if (percent > 0) {
2703
+ const [curve1] = divideQuad(this, percent);
2704
+ path.quadraticCurveTo(curve1.p1.x * sx + x, curve1.p1.y * sy + y, curve1.p2.x * sx + x, curve1.p2.y * sy + y);
2705
+ }
2706
+ }
2707
+ getYAt(x) {
2708
+ throw new Error('QuadraticBezierCurve暂不支持getYAt');
2709
+ }
2710
+ includeX(x) {
2711
+ throw new Error('QuadraticBezierCurve暂不支持includeX');
2712
+ }
2713
+ }
2714
+
2711
2715
  class CurveContext {
2712
2716
  constructor(path) {
2713
2717
  this.path = path;
@@ -3451,10 +3455,6 @@ const DefaultRichTextAttribute = Object.assign(Object.assign(Object.assign({}, D
3451
3455
  const DefaultImageAttribute = Object.assign(Object.assign({ repeatX: 'no-repeat', repeatY: 'no-repeat', image: '', width: 0, height: 0, maxWidth: 500, maxHeight: 500 }, DefaultAttribute), { fill: true, cornerRadius: 0, cornerType: 'round' });
3452
3456
  const DefaultRichTextIconAttribute = Object.assign(Object.assign({}, DefaultImageAttribute), { backgroundShowMode: 'never', backgroundWidth: 0, backgroundHeight: 0, textAlign: 'left', textBaseline: 'middle', direction: 'horizontal', margin: 0, id: '', width: 20, height: 20, backgroundFill: 'rgba(101, 117, 168, 0.1)', backgroundFillOpacity: 1, backgroundStroke: false, backgroundStrokeOpacity: 1, backgroundRadius: 4, opacity: 1 });
3453
3457
 
3454
- class Application {
3455
- }
3456
- const application = new Application();
3457
-
3458
3458
  const parse = (function () {
3459
3459
  const tokens = {
3460
3460
  linearGradient: /^(linear\-gradient)/i,
@@ -20272,7 +20272,7 @@ let DefaultCanvasGroupRender = class DefaultCanvasGroupRender {
20272
20272
  if (drawMode > 0) {
20273
20273
  const { x, y, width, height } = group.attribute;
20274
20274
  const canvas = context.canvas;
20275
- const newCanvas = vglobal.createCanvas({ width: canvas.width, height: canvas.height, dpr: 1 });
20275
+ const newCanvas = application.global.createCanvas({ width: canvas.width, height: canvas.height, dpr: 1 });
20276
20276
  const newContext = newCanvas.getContext('2d');
20277
20277
  const transform = context.nativeContext.getTransform();
20278
20278
  newContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);
@@ -27688,4 +27688,4 @@ const registerFlexLayoutPlugin = () => {
27688
27688
  Factory.registerPlugin('FlexLayoutPlugin', FlexLayoutPlugin);
27689
27689
  };
27690
27690
 
27691
- export { ARC3D_NUMBER_TYPE, ARC_NUMBER_TYPE, AREA_NUMBER_TYPE, AbstractGraphicRender, AnimateMode, AnimateStatus, AnimateStepType, Application, Arc, Arc3d, Arc3dRender, ArcRender, ArcRenderContribution, Area, AreaRender, AreaRenderContribution, AttributeUpdateType, AutoEnablePlugins, BaseCanvas, BaseEnvContribution, BaseRender, BaseRenderContributionTime, BaseWindowHandlerContribution, Basis, BeforeRenderConstribution, BoundsContext, BoundsPicker, CIRCLE_NUMBER_TYPE, Canvas3DDrawItemInterceptor, Canvas3DPickItemInterceptor, CanvasFactory, CanvasTextLayout, Circle, CircleRender, CircleRenderContribution, ColorInterpolate, ColorStore, ColorType, CommonDrawItemInterceptorContribution, CommonRenderContribution, Container, ContainerModule, Context2dFactory, ContributionProvider, CubicBezierCurve, CurveContext, CurveTypeEnum, CustomEvent, CustomPath2D, CustomSymbolClass, DEFAULT_TEXT_FONT_FAMILY, DebugDrawItemInterceptorContribution, DefaultArcAllocate, DefaultArcAttribute, DefaultArcRenderContribution, DefaultAreaAllocate, DefaultAreaAttribute, DefaultAreaTextureRenderContribution, DefaultAttribute, DefaultBaseBackgroundRenderContribution, DefaultBaseClipRenderAfterContribution, DefaultBaseClipRenderBeforeContribution, DefaultBaseInteractiveRenderContribution, DefaultBaseTextureRenderContribution, DefaultCanvasAllocate, DefaultCanvasArcRender, DefaultCanvasAreaRender, DefaultCanvasCircleRender, DefaultCanvasGroupRender, DefaultCanvasImageRender, DefaultCanvasLineRender, DefaultCanvasPathRender, DefaultCanvasPolygonRender, DefaultCanvasRectRender, DefaultCanvasSymbolRender, DefaultCanvasTextRender, DefaultCircleAllocate, DefaultCircleAttribute, DefaultCircleRenderContribution, DefaultConnectAttribute, DefaultDebugAttribute, DefaultFillStyle, DefaultGlobal, DefaultGlobalPickerService, DefaultGlyphAttribute, DefaultGraphicAllocate, DefaultGraphicMemoryManager, DefaultGraphicService, DefaultGraphicUtil, DefaultGroupAttribute, DefaultGroupBackgroundRenderContribution, DefaultImageAttribute, DefaultImageRenderContribution, DefaultLayerService, DefaultLayout, DefaultLineAllocate, DefaultLineAttribute, DefaultMat4Allocate, DefaultMatrixAllocate, DefaultPathAllocate, DefaultPathAttribute, DefaultPickService, DefaultPickStyle, DefaultPolygonAttribute, DefaultRect3dAttribute, DefaultRectAllocate, DefaultRectAttribute, DefaultRectRenderContribution, DefaultRenderService, DefaultRichTextAttribute, DefaultRichTextIconAttribute, DefaultStarAttribute, DefaultStrokeStyle, DefaultStyle, DefaultSymbolAllocate, DefaultSymbolAttribute, DefaultSymbolClipRangeStrokeRenderContribution, DefaultSymbolRenderContribution, DefaultTextAllocate, DefaultTextAttribute, DefaultTextMeasureContribution, DefaultTextStyle, DefaultTransform, DefaultTransformUtil, DefaultWindow, Direction, DirectionalLight, DrawContribution, DrawItemInterceptor, DynamicLayerHandlerContribution, Edge, EditModule, EmptyContext2d, EnvContribution, EventManager, EventSystem, EventTarget, FORMAT_ALL_TEXT_COMMAND, FORMAT_ELEMENT_COMMAND, FORMAT_TEXT_COMMAND, Factory, FederatedEvent, FederatedMouseEvent, FederatedPointerEvent, FederatedWheelEvent, FlexLayoutPlugin, GLYPH_NUMBER_TYPE, GRAPHIC_UPDATE_TAG_KEY, GROUP_NUMBER_TYPE, Generator, GlobalPickerService, Glyph, GlyphRender, Graphic, GraphicCreator$1 as GraphicCreator, GraphicPicker, GraphicRender, GraphicService, GraphicUtil, Group, GroupRender, GroupRenderContribution, GroupUpdateAABBBoundsMode, HtmlAttributePlugin, IContainPointMode, IMAGE_NUMBER_TYPE, Image, ImageRender, ImageRenderContribution, IncrementalDrawContribution, InteractiveDrawItemInterceptorContribution, InteractivePickItemInterceptorContribution, InteractiveSubRenderContribution, LINE_NUMBER_TYPE, Layer, LayerService, Line$1 as Line, LineRender, Linear, LinearClosed, Mat4Allocate, MatrixAllocate, MeasureModeEnum, MonotoneX, MonotoneY, NOWORK_ANIMATE_ATTR, Node, OrthoCamera, PATH_NUMBER_TYPE, POLYGON_NUMBER_TYPE, PURE_STYLE_KEY, PYRAMID3D_NUMBER_TYPE, Path, PathRender, PathRenderContribution, PerformanceRAF, PickItemInterceptor, PickServiceInterceptor, PickerService, PluginService, Polygon, PolygonRender, PolygonRenderContribution, Pyramid3d, Pyramid3dRender, RECT3D_NUMBER_TYPE, RECT_NUMBER_TYPE, RICHTEXT_NUMBER_TYPE, RafBasedSTO, ReactAttributePlugin, Rect, Rect3DRender, Rect3d, RectRender, RectRenderContribution, ReflectSegContext, RenderSelector, RenderService, ResourceLoader, RichText, RichTextEditPlugin, RichTextRender, STAR_NUMBER_TYPE, STATUS$1 as STATUS, SVG_ATTRIBUTE_MAP, SVG_ATTRIBUTE_MAP_KEYS, SVG_PARSE_ATTRIBUTE_MAP, SVG_PARSE_ATTRIBUTE_MAP_KEYS, SYMBOL_NUMBER_TYPE, SegContext, ShadowPickServiceInterceptorContribution, ShadowRoot, ShadowRootDrawItemInterceptorContribution, ShadowRootPickItemInterceptorContribution, SplitRectAfterRenderContribution, SplitRectBeforeRenderContribution, Stage, Star, StarRender, StarRenderContribution, StaticLayerHandlerContribution, Step, StepClosed, Symbol$1 as Symbol, SymbolRender, SymbolRenderContribution, TEXT_NUMBER_TYPE, Text, TextDirection, TextMeasureContribution, TextRender, TextRenderContribution, Theme, TransformUtil, UpdateTag, VGlobal, VWindow, ViewTransform3dPlugin, VirtualLayerHandlerContribution, WILDCARD, WindowHandlerContribution, WrapText, XMLParser, _calculateLineHeight, _interpolateColor, addArcToBezierPath, addAttributeToPrototype, alignBezierCurves, alignSubpath, application, applyTransformOnBezierCurves, arc3dModule, arcModule, areaModule, bezier, bezierCurversToPath, binarySplitPolygon, bindContributionProvider, bindContributionProviderNoSingletonScope, boundStroke, builtInSymbolStrMap, builtinSymbols, builtinSymbolsMap, calcLineCache, calculateArcCornerRadius, calculateLineHeight, canvasAllocate, centroidOfSubpath, circleBounds, circleModule, clock, colorEqual, colorStringInterpolationToStr, container, cornerTangents, createArc, createArc3d, createArea, createCircle, createColor, createConicalGradient, createGlyph, createGroup, createImage, createLine, createMat4, createPath, createPolygon, createPyramid3d, createRect, createRect3d, createRectPath, createRichText, createShadowRoot, createStage, createStar, createSymbol, createText, createWrapText, cubicCalc, cubicLength, cubicPointAt, cubicSubdivide, defaultArcAllocate, defaultArcBackgroundRenderContribution, defaultArcRenderContribution, defaultArcTextureRenderContribution, defaultAreaAllocate, defaultBaseBackgroundRenderContribution, defaultBaseClipRenderAfterContribution, defaultBaseClipRenderBeforeContribution, defaultBaseTextureRenderContribution, defaultCircleAllocate, defaultCircleBackgroundRenderContribution, defaultCircleRenderContribution, defaultCircleTextureRenderContribution, defaultGraphicMemoryManager, defaultGroupBackgroundRenderContribution, defaultImageBackgroundRenderContribution, defaultImageRenderContribution, defaultLineAllocate, defaultPathAllocate, defaultRectAllocate, defaultRectBackgroundRenderContribution, defaultRectRenderContribution, defaultRectTextureRenderContribution, defaultStarBackgroundRenderContribution, defaultStarTextureRenderContribution, defaultSymbolAllocate, defaultSymbolBackgroundRenderContribution, defaultSymbolClipRangeStrokeRenderContribution, defaultSymbolRenderContribution, defaultSymbolTextureRenderContribution, defaultTextAllocate, diff, divideCubic, divideQuad, drawArc, drawArcPath$1 as drawArcPath, drawAreaSegments, drawIncrementalAreaSegments, drawIncrementalSegments, drawSegments, enumCommandMap, fillVisible, findBestMorphingRotation, findConfigIndexByCursorIdx, findCursorIdxByConfigIndex, findNextGraphic, flatten_simplify, foreach, foreachAsync, genBasisSegments, genBasisTypeSegments, genLinearClosedSegments, genLinearClosedTypeSegments, genLinearSegments, genLinearTypeSegments, genMonotoneXSegments, genMonotoneXTypeSegments, genMonotoneYSegments, genMonotoneYTypeSegments, genNumberType, genStepClosedSegments, genStepSegments, genStepTypeSegments, getAttributeFromDefaultAttrList, getConicGradientAt, getCurrentEnv, getDefaultCharacterConfig, getExtraModelMatrix, getModelMatrix, getRichTextBounds, getScaledStroke, getTextBounds, getTheme, getThemeFromGroup, globalTheme, glyphModule, graphicCreator, graphicService, graphicUtil, identityMat4, imageModule, incrementalAddTo, inject, injectable, interpolateColor, interpolateGradientConicalColor, interpolateGradientLinearColor, interpolateGradientRadialColor, interpolatePureColorArray, interpolatePureColorArrayToStr, intersect, isBrowserEnv, isNodeEnv, isSvg, isXML, layerService, lineModule, lookAt, mat3Tomat4, mat4Allocate, matrixAllocate, multiInject, multiplyMat4Mat3, multiplyMat4Mat4, named, newThemeObj, ortho, parsePadding, parseStroke, parseSvgPath, pathModule, pathToBezierCurves, point$3 as point, pointEqual, pointInterpolation, pointInterpolationHighPerformance, pointsEqual, pointsInterpolation, polygonModule, preLoadAllModule, pyramid3dModule, quadCalc, quadLength, quadPointAt, rafBasedSto, rect3dModule, rectFillVisible, rectModule, rectStrokeVisible, recursiveCallBinarySplit, registerArc3dGraphic, registerArcGraphic, registerAreaGraphic, registerCircleGraphic, registerDirectionalLight, registerFlexLayoutPlugin, registerGlyphGraphic, registerGroupGraphic, registerHtmlAttributePlugin, registerImageGraphic, registerLineGraphic, registerOrthoCamera, registerPathGraphic, registerPolygonGraphic, registerPyramid3dGraphic, registerReactAttributePlugin, registerRect3dGraphic, registerRectGraphic, registerRichtextGraphic, registerShadowRootGraphic, registerStarGraphic, registerSymbolGraphic, registerTextGraphic, registerViewTransform3dPlugin, registerWrapTextGraphic, renderCommandList, renderService, rewriteProto, richtextModule, rotateX, rotateY, rotateZ, runFill, runStroke, scaleMat4, segments, shouldUseMat4, snapLength, splitArc, splitArea, splitCircle, splitLine, splitPath, splitPolygon, splitRect, splitToGrids, starModule, strCommandMap, strokeVisible, symbolModule, textAttributesToStyle, textDrawOffsetX, textDrawOffsetY, textLayoutOffsetY, textModule, transformMat4, transformUtil, translate, verticalLayout, vglobal, waitForAllSubLayers, wrapCanvas, wrapContext, xul };
27691
+ export { ARC3D_NUMBER_TYPE, ARC_NUMBER_TYPE, AREA_NUMBER_TYPE, AbstractGraphicRender, AnimateMode, AnimateStatus, AnimateStepType, Application, Arc, Arc3d, Arc3dRender, ArcRender, ArcRenderContribution, Area, AreaRender, AreaRenderContribution, AttributeUpdateType, AutoEnablePlugins, BaseCanvas, BaseEnvContribution, BaseRender, BaseRenderContributionTime, BaseWindowHandlerContribution, Basis, BeforeRenderConstribution, BoundsContext, BoundsPicker, CIRCLE_NUMBER_TYPE, Canvas3DDrawItemInterceptor, Canvas3DPickItemInterceptor, CanvasFactory, CanvasTextLayout, Circle, CircleRender, CircleRenderContribution, ColorInterpolate, ColorStore, ColorType, CommonDrawItemInterceptorContribution, CommonRenderContribution, Container, ContainerModule, Context2dFactory, ContributionProvider, CubicBezierCurve, CurveContext, CurveTypeEnum, CustomEvent, CustomPath2D, CustomSymbolClass, DEFAULT_TEXT_FONT_FAMILY, DebugDrawItemInterceptorContribution, DefaultArcAllocate, DefaultArcAttribute, DefaultArcRenderContribution, DefaultAreaAllocate, DefaultAreaAttribute, DefaultAreaTextureRenderContribution, DefaultAttribute, DefaultBaseBackgroundRenderContribution, DefaultBaseClipRenderAfterContribution, DefaultBaseClipRenderBeforeContribution, DefaultBaseInteractiveRenderContribution, DefaultBaseTextureRenderContribution, DefaultCanvasAllocate, DefaultCanvasArcRender, DefaultCanvasAreaRender, DefaultCanvasCircleRender, DefaultCanvasGroupRender, DefaultCanvasImageRender, DefaultCanvasLineRender, DefaultCanvasPathRender, DefaultCanvasPolygonRender, DefaultCanvasRectRender, DefaultCanvasSymbolRender, DefaultCanvasTextRender, DefaultCircleAllocate, DefaultCircleAttribute, DefaultCircleRenderContribution, DefaultConnectAttribute, DefaultDebugAttribute, DefaultFillStyle, DefaultGlobal, DefaultGlobalPickerService, DefaultGlyphAttribute, DefaultGraphicAllocate, DefaultGraphicMemoryManager, DefaultGraphicService, DefaultGraphicUtil, DefaultGroupAttribute, DefaultGroupBackgroundRenderContribution, DefaultImageAttribute, DefaultImageRenderContribution, DefaultLayerService, DefaultLayout, DefaultLineAllocate, DefaultLineAttribute, DefaultMat4Allocate, DefaultMatrixAllocate, DefaultPathAllocate, DefaultPathAttribute, DefaultPickService, DefaultPickStyle, DefaultPolygonAttribute, DefaultRect3dAttribute, DefaultRectAllocate, DefaultRectAttribute, DefaultRectRenderContribution, DefaultRenderService, DefaultRichTextAttribute, DefaultRichTextIconAttribute, DefaultStarAttribute, DefaultStrokeStyle, DefaultStyle, DefaultSymbolAllocate, DefaultSymbolAttribute, DefaultSymbolClipRangeStrokeRenderContribution, DefaultSymbolRenderContribution, DefaultTextAllocate, DefaultTextAttribute, DefaultTextMeasureContribution, DefaultTextStyle, DefaultTransform, DefaultTransformUtil, DefaultWindow, Direction, DirectionalLight, DrawContribution, DrawItemInterceptor, DynamicLayerHandlerContribution, Edge, EditModule, EmptyContext2d, EnvContribution, EventManager, EventSystem, EventTarget, FORMAT_ALL_TEXT_COMMAND, FORMAT_ELEMENT_COMMAND, FORMAT_TEXT_COMMAND, Factory, FederatedEvent, FederatedMouseEvent, FederatedPointerEvent, FederatedWheelEvent, FlexLayoutPlugin, GLYPH_NUMBER_TYPE, GRAPHIC_UPDATE_TAG_KEY, GROUP_NUMBER_TYPE, Generator, GlobalPickerService, Glyph, GlyphRender, Graphic, GraphicCreator$1 as GraphicCreator, GraphicPicker, GraphicRender, GraphicService, GraphicUtil, Group, GroupRender, GroupRenderContribution, GroupUpdateAABBBoundsMode, HtmlAttributePlugin, IContainPointMode, IMAGE_NUMBER_TYPE, Image, ImageRender, ImageRenderContribution, IncrementalDrawContribution, InteractiveDrawItemInterceptorContribution, InteractivePickItemInterceptorContribution, InteractiveSubRenderContribution, LINE_NUMBER_TYPE, Layer, LayerService, Line$1 as Line, LineRender, Linear, LinearClosed, Mat4Allocate, MatrixAllocate, MeasureModeEnum, MonotoneX, MonotoneY, NOWORK_ANIMATE_ATTR, Node, OrthoCamera, PATH_NUMBER_TYPE, POLYGON_NUMBER_TYPE, PURE_STYLE_KEY, PYRAMID3D_NUMBER_TYPE, Path, PathRender, PathRenderContribution, PerformanceRAF, PickItemInterceptor, PickServiceInterceptor, PickerService, PluginService, Polygon, PolygonRender, PolygonRenderContribution, Pyramid3d, Pyramid3dRender, RECT3D_NUMBER_TYPE, RECT_NUMBER_TYPE, RICHTEXT_NUMBER_TYPE, RafBasedSTO, ReactAttributePlugin, Rect, Rect3DRender, Rect3d, RectRender, RectRenderContribution, ReflectSegContext, RenderSelector, RenderService, ResourceLoader, RichText, RichTextEditPlugin, RichTextRender, STAR_NUMBER_TYPE, STATUS$1 as STATUS, SVG_ATTRIBUTE_MAP, SVG_ATTRIBUTE_MAP_KEYS, SVG_PARSE_ATTRIBUTE_MAP, SVG_PARSE_ATTRIBUTE_MAP_KEYS, SYMBOL_NUMBER_TYPE, SegContext, ShadowPickServiceInterceptorContribution, ShadowRoot, ShadowRootDrawItemInterceptorContribution, ShadowRootPickItemInterceptorContribution, SplitRectAfterRenderContribution, SplitRectBeforeRenderContribution, Stage, Star, StarRender, StarRenderContribution, StaticLayerHandlerContribution, Step, StepClosed, Symbol$1 as Symbol, SymbolRender, SymbolRenderContribution, TEXT_NUMBER_TYPE, Text, TextDirection, TextMeasureContribution, TextRender, TextRenderContribution, Theme, TransformUtil, UpdateTag, VGlobal, VWindow, ViewTransform3dPlugin, VirtualLayerHandlerContribution, WILDCARD, WindowHandlerContribution, WrapText, XMLParser, _calculateLineHeight, _interpolateColor, addArcToBezierPath, addAttributeToPrototype, alignBezierCurves, alignSubpath, application, applyTransformOnBezierCurves, arc3dModule, arcModule, areaModule, bezier, bezierCurversToPath, binarySplitPolygon, bindContributionProvider, bindContributionProviderNoSingletonScope, boundStroke, builtInSymbolStrMap, builtinSymbols, builtinSymbolsMap, calcLineCache, calculateArcCornerRadius, calculateLineHeight, canvasAllocate, centroidOfSubpath, circleBounds, circleModule, clock, colorEqual, colorStringInterpolationToStr, container, cornerTangents, createArc, createArc3d, createArea, createCircle, createColor, createConicalGradient, createGlyph, createGroup, createImage, createLine, createMat4, createPath, createPolygon, createPyramid3d, createRect, createRect3d, createRectPath, createRichText, createShadowRoot, createStage, createStar, createSymbol, createText, createWrapText, cubicCalc, cubicLength, cubicPointAt, cubicSubdivide, defaultArcAllocate, defaultArcBackgroundRenderContribution, defaultArcRenderContribution, defaultArcTextureRenderContribution, defaultAreaAllocate, defaultBaseBackgroundRenderContribution, defaultBaseClipRenderAfterContribution, defaultBaseClipRenderBeforeContribution, defaultBaseTextureRenderContribution, defaultCircleAllocate, defaultCircleBackgroundRenderContribution, defaultCircleRenderContribution, defaultCircleTextureRenderContribution, defaultGraphicMemoryManager, defaultGroupBackgroundRenderContribution, defaultImageBackgroundRenderContribution, defaultImageRenderContribution, defaultLineAllocate, defaultPathAllocate, defaultRectAllocate, defaultRectBackgroundRenderContribution, defaultRectRenderContribution, defaultRectTextureRenderContribution, defaultStarBackgroundRenderContribution, defaultStarTextureRenderContribution, defaultSymbolAllocate, defaultSymbolBackgroundRenderContribution, defaultSymbolClipRangeStrokeRenderContribution, defaultSymbolRenderContribution, defaultSymbolTextureRenderContribution, defaultTextAllocate, diff, divideCubic, drawArc, drawArcPath$1 as drawArcPath, drawAreaSegments, drawIncrementalAreaSegments, drawIncrementalSegments, drawSegments, enumCommandMap, fillVisible, findBestMorphingRotation, findConfigIndexByCursorIdx, findCursorIdxByConfigIndex, findNextGraphic, flatten_simplify, foreach, foreachAsync, genBasisSegments, genBasisTypeSegments, genLinearClosedSegments, genLinearClosedTypeSegments, genLinearSegments, genLinearTypeSegments, genMonotoneXSegments, genMonotoneXTypeSegments, genMonotoneYSegments, genMonotoneYTypeSegments, genNumberType, genStepClosedSegments, genStepSegments, genStepTypeSegments, getAttributeFromDefaultAttrList, getConicGradientAt, getCurrentEnv, getDefaultCharacterConfig, getExtraModelMatrix, getModelMatrix, getRichTextBounds, getScaledStroke, getTextBounds, getTheme, getThemeFromGroup, globalTheme, glyphModule, graphicCreator, graphicService, graphicUtil, identityMat4, imageModule, incrementalAddTo, inject, injectable, interpolateColor, interpolateGradientConicalColor, interpolateGradientLinearColor, interpolateGradientRadialColor, interpolatePureColorArray, interpolatePureColorArrayToStr, intersect, isBrowserEnv, isNodeEnv, isSvg, isXML, layerService, lineModule, lookAt, mat3Tomat4, mat4Allocate, matrixAllocate, multiInject, multiplyMat4Mat3, multiplyMat4Mat4, named, newThemeObj, ortho, parsePadding, parseStroke, parseSvgPath, pathModule, pathToBezierCurves, point$3 as point, pointEqual, pointInterpolation, pointInterpolationHighPerformance, pointsEqual, pointsInterpolation, polygonModule, preLoadAllModule, pyramid3dModule, quadCalc, quadLength, quadPointAt, rafBasedSto, rect3dModule, rectFillVisible, rectModule, rectStrokeVisible, recursiveCallBinarySplit, registerArc3dGraphic, registerArcGraphic, registerAreaGraphic, registerCircleGraphic, registerDirectionalLight, registerFlexLayoutPlugin, registerGlyphGraphic, registerGroupGraphic, registerHtmlAttributePlugin, registerImageGraphic, registerLineGraphic, registerOrthoCamera, registerPathGraphic, registerPolygonGraphic, registerPyramid3dGraphic, registerReactAttributePlugin, registerRect3dGraphic, registerRectGraphic, registerRichtextGraphic, registerShadowRootGraphic, registerStarGraphic, registerSymbolGraphic, registerTextGraphic, registerViewTransform3dPlugin, registerWrapTextGraphic, renderCommandList, renderService, rewriteProto, richtextModule, rotateX, rotateY, rotateZ, runFill, runStroke, scaleMat4, segments, shouldUseMat4, snapLength, splitArc, splitArea, splitCircle, splitLine, splitPath, splitPolygon, splitRect, splitToGrids, starModule, strCommandMap, strokeVisible, symbolModule, textAttributesToStyle, textDrawOffsetX, textDrawOffsetY, textLayoutOffsetY, textModule, transformMat4, transformUtil, translate, verticalLayout, vglobal, waitForAllSubLayers, wrapCanvas, wrapContext, xul };
@@ -1,4 +1,4 @@
1
- import { vglobal } from "../modules";
1
+ import { application } from "../application";
2
2
 
3
3
  export class PerformanceRAF {
4
4
  constructor() {
@@ -8,7 +8,7 @@ export class PerformanceRAF {
8
8
  this.nextAnimationFrameCbs = [];
9
9
  for (let i = 0; i < cbs.length; i++) cbs[i] && cbs[i](time);
10
10
  }, this.tryRunAnimationFrameNextFrame = () => {
11
- null === this._rafHandle && 0 !== this.nextAnimationFrameCbs.length && (this._rafHandle = vglobal.getRequestAnimationFrame()(this.runAnimationFrame));
11
+ null === this._rafHandle && 0 !== this.nextAnimationFrameCbs.length && (this._rafHandle = application.global.getRequestAnimationFrame()(this.runAnimationFrame));
12
12
  };
13
13
  }
14
14
  addAnimationFrameCb(callback) {
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../src/common/performance-raf.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAK7C,MAAM,OAAO,cAAc;IAA3B;QACE,0BAAqB,GAA2B,EAAE,CAAC;QAC3C,eAAU,GAAkB,IAAI,CAAC;QAkB/B,sBAAiB,GAAG,CAAC,IAAY,EAAE,EAAE;YAC7C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;YACvB,MAAM,GAAG,GAAG,IAAI,CAAC,qBAAqB,CAAC;YACvC,IAAI,CAAC,qBAAqB,GAAG,EAAE,CAAC;YAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACnC,IAAI,GAAG,CAAC,CAAC,CAAC,EAAE;oBACV,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;iBACd;aACF;QACH,CAAC,CAAC;QAEQ,kCAA6B,GAAG,GAAG,EAAE;YAC7C,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,IAAI,IAAI,CAAC,qBAAqB,CAAC,MAAM,KAAK,CAAC,EAAE;gBACvE,OAAO;aACR;YACD,IAAI,CAAC,UAAU,GAAG,WAAW,CAAC,MAAM,CAAC,wBAAwB,EAAE,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC1F,CAAC,CAAC;IACJ,CAAC;IAjCC,mBAAmB,CAAC,QAA8B;QAChD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1C,IAAI,CAAC,6BAA6B,EAAE,CAAC;QACrC,OAAO,IAAI,CAAC,qBAAqB,CAAC,MAAM,GAAG,CAAC,CAAC;IAC/C,CAAC;IAED,sBAAsB,CAAC,KAAa;QAClC,IAAI,KAAK,IAAI,CAAC,IAAI,KAAK,GAAG,IAAI,CAAC,qBAAqB,CAAC,MAAM,EAAE;YAE3D,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC;YACzC,OAAO,IAAI,CAAC;SACb;QACD,OAAO,KAAK,CAAC;IACf,CAAC;CAmBF","file":"performance-raf.js","sourcesContent":["import { application } from '../application';\n\n/**\n * 性能优化,将requestAnimationFrame的回调函数存储起来,在下一帧执行\n */\nexport class PerformanceRAF {\n nextAnimationFrameCbs: FrameRequestCallback[] = [];\n private _rafHandle: number | null = null;\n\n addAnimationFrameCb(callback: FrameRequestCallback) {\n this.nextAnimationFrameCbs.push(callback);\n // 下一帧执行nextAnimationFrameCbs\n this.tryRunAnimationFrameNextFrame();\n return this.nextAnimationFrameCbs.length - 1;\n }\n\n removeAnimationFrameCb(index: number): boolean {\n if (index >= 0 && index < this.nextAnimationFrameCbs.length) {\n // Set to null instead of empty function to avoid linter error\n this.nextAnimationFrameCbs[index] = null;\n return true;\n }\n return false;\n }\n\n protected runAnimationFrame = (time: number) => {\n this._rafHandle = null;\n const cbs = this.nextAnimationFrameCbs;\n this.nextAnimationFrameCbs = [];\n for (let i = 0; i < cbs.length; i++) {\n if (cbs[i]) {\n cbs[i](time);\n }\n }\n };\n\n protected tryRunAnimationFrameNextFrame = () => {\n if (this._rafHandle !== null || this.nextAnimationFrameCbs.length === 0) {\n return;\n }\n this._rafHandle = application.global.getRequestAnimationFrame()(this.runAnimationFrame);\n };\n}\n"]}
@@ -1,8 +1,7 @@
1
1
  import type { IPoint, IPointLike } from '@visactor/vutils';
2
- import type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
2
+ import type { ICubicBezierCurve, IDirection, IPath2D } from '../../../interface';
3
3
  import { Curve } from './base';
4
4
  export declare function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[];
5
- export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
6
5
  export declare class CubicBezierCurve extends Curve implements ICubicBezierCurve {
7
6
  type: number;
8
7
  originP1?: IPointLike;
@@ -4,20 +4,13 @@ import { Curve } from "./base";
4
4
 
5
5
  import { CurveTypeEnum, Direction } from "../../enums";
6
6
 
7
- import { cubicLength, cubicPointAt, quadPointAt } from "../../bezier-utils";
8
-
9
- import { QuadraticBezierCurve } from "./quadratic-bezier";
7
+ import { cubicLength, cubicPointAt } from "../../bezier-utils";
10
8
 
11
9
  export function divideCubic(curve, t) {
12
10
  const {p0: p0, p1: p1, p2: p2, p3: p3} = curve, pt = cubicPointAt(p0, p1, p2, p3, t), c1 = PointService.pointAtPP(p0, p1, t), c2 = PointService.pointAtPP(p1, p2, t), c3 = PointService.pointAtPP(p2, p3, t), c12 = PointService.pointAtPP(c1, c2, t), c23 = PointService.pointAtPP(c2, c3, t);
13
11
  return [ new CubicBezierCurve(p0, c1, c12, pt), new CubicBezierCurve(pt, c23, c3, p3) ];
14
12
  }
15
13
 
16
- export function divideQuad(curve, t) {
17
- const {p0: p0, p1: p1, p2: p2} = curve, pt = quadPointAt(p0, p1, p2, t), c1 = PointService.pointAtPP(p0, p1, t), c2 = PointService.pointAtPP(p1, p2, t);
18
- return [ new QuadraticBezierCurve(p0, c1, pt), new QuadraticBezierCurve(pt, c2, p2) ];
19
- }
20
-
21
14
  export class CubicBezierCurve extends Curve {
22
15
  constructor(p0, p1, p2, p3) {
23
16
  super(), this.type = CurveTypeEnum.CubicBezierCurve, this.p0 = p0, this.p1 = p1,
@@ -1 +1 @@
1
- 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[] {\n const { p0, p1, p2 } = curve;\n\n // 划分点\n const pt = quadPointAt(p0, p1, p2, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n // const c3 = PointService.pointAtPP(p2, p3, t);\n // const c12 = PointService.pointAtPP(c1, c2, t);\n // const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new QuadraticBezierCurve(p0, c1, pt);\n const curve2 = new QuadraticBezierCurve(pt, c2, p2);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, atan2, max, min, PointService } from '@visactor/vutils';\nimport type { ICubicBezierCurve, IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { Curve } from './base';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { cubicLength, cubicPointAt, quadPointAt } from '../../bezier-utils';\nimport { QuadraticBezierCurve } from './quadratic-bezier';\n\n/**\n * 对三次贝塞尔曲线进行分割\n * @param p0 起点\n * @param p1 控制点1\n * @param p2 控制点2\n * @param p3 终点\n * @param t\n */\nexport function divideCubic(curve: ICubicBezierCurve, t: number): ICubicBezierCurve[] {\n const { p0, p1, p2, p3 } = curve;\n\n // 划分点\n const pt = cubicPointAt(p0, p1, p2, p3, t);\n // const xt = pt.x;\n // const yt = pt.y;\n\n // 计算两点之间的差值点\n const c1 = PointService.pointAtPP(p0, p1, t);\n const c2 = PointService.pointAtPP(p1, p2, t);\n const c3 = PointService.pointAtPP(p2, p3, t);\n const c12 = PointService.pointAtPP(c1, c2, t);\n const c23 = PointService.pointAtPP(c2, c3, t);\n // const direction = p1.x1 ? p1.y > p0.y ? 0 : 1 : p1.x > p0.x ? 0 : 1;\n\n const curve1 = new CubicBezierCurve(p0, c1, c12, pt);\n const curve2 = new CubicBezierCurve(pt, c23, c3, p3);\n\n return [curve1, curve2];\n}\n\nexport class CubicBezierCurve extends Curve implements ICubicBezierCurve {\n type: number = CurveTypeEnum.CubicBezierCurve;\n declare originP1?: IPointLike;\n declare originP2?: IPointLike;\n declare readonly p0: IPoint;\n declare readonly p1: IPoint;\n declare readonly p2: IPoint;\n declare readonly p3: IPoint;\n constructor(p0: IPoint, p1: IPoint, p2: IPoint, p3: IPoint) {\n super();\n this.p0 = p0;\n this.p1 = p1;\n this.p2 = p2;\n this.p3 = p3;\n }\n\n protected _validPoint(): boolean {\n return Number.isFinite(\n this.p0.x + this.p0.y + this.p1.x + this.p1.y + this.p2.x + this.p2.y + this.p3.x + this.p3.y\n );\n }\n getPointAt(t: number): IPointLike {\n if (this.defined !== false) {\n return cubicPointAt(this.p0, this.p1, this.p2, this.p3, t);\n }\n throw new Error('defined为false的点不能getPointAt');\n }\n protected calcLength(): number {\n // throw new Error('CubicBezierCurve暂不支持updateLength');\n if (this._validPoint()) {\n return cubicLength(this.p0, this.p1, this.p2, this.p3, 0);\n }\n // return distance(this.p0.x || 0, this.p0.y || 0, this.p3.x || 0, this.p3.y || 0);\n // 默认长度不好给\n return 60;\n }\n\n protected calcProjLength(direction: IDirection): number {\n if (direction === Direction.ROW) {\n return abs(this.p0.x - this.p3.x);\n } else if (direction === Direction.COLUMN) {\n return abs(this.p0.y - this.p3.y);\n }\n return 0;\n }\n getAngleAt(t: number): number {\n const minT = max(t - 0.01, 0);\n const maxT = min(t + 0.01, 1);\n const minP = this.getPointAt(minT);\n const maxP = this.getPointAt(maxT);\n return atan2(maxP.y - minP.y, maxP.x - minP.x);\n }\n draw(path: IPath2D, x: number, y: number, sx: number, sy: number, percent: number) {\n path.moveTo(this.p0.x * sx + x, this.p0.y * sy + y);\n if (percent >= 1) {\n path.bezierCurveTo(\n this.p1.x * sx + x,\n this.p1.y * sy + y,\n this.p2.x * sx + x,\n this.p2.y * sy + y,\n this.p3.x * sx + x,\n this.p3.y * sy + y\n );\n } else if (percent > 0) {\n const [curve1] = divideCubic(this, percent);\n path.bezierCurveTo(\n curve1.p1.x * sx + x,\n curve1.p1.y * sy + y,\n curve1.p2.x * sx + x,\n curve1.p2.y * sy + y,\n curve1.p3.x * sx + x,\n curve1.p3.y * sy + y\n );\n }\n }\n\n includeX(x: number): boolean {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n return x >= minX && x <= maxX;\n }\n\n getYAt(x: number): number {\n const minX = min(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const maxX = max(this.p0.x, this.p1.x, this.p2.x, this.p3.x);\n const t = (x - minX) / (maxX - minX);\n return this.getPointAt(t).y;\n }\n}\n"]}
@@ -1,6 +1,7 @@
1
1
  import type { IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';
2
2
  import { Curve } from './base';
3
3
  import { type IPoint, type IPointLike } from '@visactor/vutils';
4
+ export declare function divideQuad(curve: IQuadraticBezierCurve, t: number): IQuadraticBezierCurve[];
4
5
  export declare class QuadraticBezierCurve extends Curve implements IQuadraticBezierCurve {
5
6
  type: number;
6
7
  originP1?: IPointLike;
@@ -4,9 +4,12 @@ import { CurveTypeEnum, Direction } from "../../enums";
4
4
 
5
5
  import { Curve } from "./base";
6
6
 
7
- import { abs, atan2, max, min } from "@visactor/vutils";
7
+ import { abs, atan2, max, min, PointService } from "@visactor/vutils";
8
8
 
9
- import { divideQuad } from "./cubic-bezier";
9
+ export function divideQuad(curve, t) {
10
+ 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);
11
+ return [ new QuadraticBezierCurve(p0, c1, pt), new QuadraticBezierCurve(pt, c2, p2) ];
12
+ }
10
13
 
11
14
  export class QuadraticBezierCurve extends Curve {
12
15
  constructor(p0, p1, p2) {
@@ -1 +1 @@
1
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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"]}
1
+ {"version":3,"sources":["../src/common/segment/curve/quadratic-bezier.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAC7D,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACvD,OAAO,EAAE,KAAK,EAAE,MAAM,QAAQ,CAAC;AAC/B,OAAO,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,EAAE,GAAG,EAAE,YAAY,EAAgC,MAAM,kBAAkB,CAAC;AAUpG,MAAM,UAAU,UAAU,CAAC,KAA4B,EAAE,CAAS;IAChE,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,KAAK,CAAC;IAG7B,MAAM,EAAE,GAAG,WAAW,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;IAKtC,MAAM,EAAE,GAAG,YAAY,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;IAC7C,MAAM,EAAE,GAAG,YAAY,CAAC,SAAS,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;IAM7C,MAAM,MAAM,GAAG,IAAI,oBAAoB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IACpD,MAAM,MAAM,GAAG,IAAI,oBAAoB,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;IAEpD,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;AAC1B,CAAC;AAED,MAAM,OAAO,oBAAqB,SAAQ,KAAK;IAQ7C,YAAY,EAAU,EAAE,EAAU,EAAE,EAAU;QAC5C,KAAK,EAAE,CAAC;QARV,SAAI,GAAW,aAAa,CAAC,oBAAoB,CAAC;QAShD,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;QACb,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;QACb,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;IACf,CAAC;IAES,WAAW;QACnB,OAAO,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAChG,CAAC;IAED,UAAU,CAAC,CAAS;QAClB,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK,EAAE;YAC1B,OAAO,WAAW,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;SAClD;QACD,MAAM,IAAI,KAAK,CAAC,6BAA6B,CAAC,CAAC;IACjD,CAAC;IACS,UAAU;QAClB,IAAI,IAAI,CAAC,WAAW,EAAE,EAAE;YACtB,OAAO,UAAU,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC;SACjD;QAED,OAAO,EAAE,CAAC;IACZ,CAAC;IACS,cAAc,CAAC,SAAqB;QAC5C,IAAI,SAAS,KAAK,SAAS,CAAC,GAAG,EAAE;YAC/B,OAAO,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SACnC;aAAM,IAAI,SAAS,KAAK,SAAS,CAAC,MAAM,EAAE;YACzC,OAAO,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;SACnC;QACD,OAAO,CAAC,CAAC;IACX,CAAC;IAED,UAAU,CAAC,CAAS;QAClB,MAAM,IAAI,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QAC9B,MAAM,IAAI,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC;QAC9B,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACnC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACnC,OAAO,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;IACjD,CAAC;IAED,IAAI,CAAC,IAAa,EAAE,CAAS,EAAE,CAAS,EAAE,EAAU,EAAE,EAAU,EAAE,OAAe;QAC/E,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QACpD,IAAI,OAAO,IAAI,CAAC,EAAE;YAChB,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;SACvG;aAAM,IAAI,OAAO,GAAG,CAAC,EAAE;YACtB,MAAM,CAAC,MAAM,CAAC,GAAG,UAAU,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;YAC3C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;SAC/G;IACH,CAAC;IAED,MAAM,CAAC,CAAS;QACd,MAAM,IAAI,KAAK,CAAC,gCAAgC,CAAC,CAAC;IACpD,CAAC;IACD,QAAQ,CAAC,CAAS;QAChB,MAAM,IAAI,KAAK,CAAC,kCAAkC,CAAC,CAAC;IACtD,CAAC;CACF","file":"quadratic-bezier.js","sourcesContent":["import type { IDirection, IPath2D, IQuadraticBezierCurve } from '../../../interface';\nimport { quadLength, quadPointAt } from '../../bezier-utils';\nimport { CurveTypeEnum, Direction } from '../../enums';\nimport { Curve } from './base';\nimport { abs, atan2, max, min, PointService, type IPoint, type IPointLike } from '@visactor/vutils';\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 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"]}
@@ -36,7 +36,7 @@ import { defaultGroupBackgroundRenderContribution } from "./contributions";
36
36
 
37
37
  import { multiplyMat4Mat4 } from "../../../common/matrix";
38
38
 
39
- import { vglobal } from "../../../modules";
39
+ import { application } from "../../../application";
40
40
 
41
41
  let DefaultCanvasGroupRender = class {
42
42
  constructor(groupRenderContribitions) {
@@ -87,7 +87,7 @@ let DefaultCanvasGroupRender = class {
87
87
  if (!context) return;
88
88
  const {clip: clip, baseOpacity: baseOpacity = 1, drawMode: drawMode} = group.attribute, lastNativeContext = context.nativeContext, lastNativeCanvas = context.canvas.nativeCanvas;
89
89
  if (drawMode > 0) {
90
- const {x: x, y: y, width: width, height: height} = group.attribute, canvas = context.canvas, newCanvas = vglobal.createCanvas({
90
+ const {x: x, y: y, width: width, height: height} = group.attribute, canvas = context.canvas, newCanvas = application.global.createCanvas({
91
91
  width: canvas.width,
92
92
  height: canvas.height,
93
93
  dpr: 1
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IGroupGraphicAttribute\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { getModelMatrix } from '../../../graphic/graphic-service/graphic-service';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { vglobal } from '../../../modules';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\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 groupAttribute?: Required<IGroupGraphicAttribute>\n ) {\n // 提前判定,否则每次都要获取一堆属性\n const { clip, fill, stroke, background } = group.attribute;\n\n if (!(clip || fill || stroke || background)) {\n return;\n }\n\n groupAttribute = groupAttribute ?? getTheme(group, params?.theme).group;\n\n const {\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible,\n fillStrokeOrder = groupAttribute.fillStrokeOrder,\n cornerType = groupAttribute.cornerType,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\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rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius, cornerType !== 'bevel');\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n const _runFill = () => {\n if ((doFillOrStroke as any).doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.fill();\n }\n }\n };\n\n const _runStroke = () => {\n if ((doFillOrStroke as any).doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n const { clip, baseOpacity = 1, drawMode } = group.attribute;\n const lastNativeContext = context.nativeContext;\n const lastNativeCanvas = context.canvas.nativeCanvas;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 绘制到新的Canvas上,然后再绘制回来\n const canvas = context.canvas;\n const newCanvas = vglobal.createCanvas({ width: canvas.width, height: canvas.height, dpr: 1 });\n const newContext = newCanvas.getContext('2d');\n const transform = context.nativeContext.getTransform();\n // 首先应用transform\n newContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n // 然后将背景绘制到新的canvas上,只绘制group的Bounds区域\n // 如果drawMode === 1,则需要背景\n // 如果drawMode === 2,则不需要背景,只需要group即可\n if (drawMode === 1) {\n newContext.save();\n newContext.clearRect(0, 0, canvas.width, canvas.height);\n newContext.beginPath();\n\n newContext.rect(x, y, width, height);\n newContext.clip();\n newContext.drawImage(\n canvas.nativeCanvas,\n 0,\n 0,\n canvas.width,\n canvas.height,\n 0,\n 0,\n canvas.displayWidth,\n canvas.displayHeight\n );\n newContext.restore();\n }\n // 狸猫换太子,把新的context赋值给context\n context.nativeContext = newContext;\n canvas.nativeCanvas = newCanvas;\n }\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n const baseGlobalAlpha = context.baseGlobalAlpha;\n context.baseGlobalAlpha *= baseOpacity;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const groupAttribute = getTheme(group, params?.theme).group;\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext, null, null, null);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX, scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.renderInGroup) {\n p = params.renderInGroup(\n params.renderInGroupParams?.skipSort,\n group,\n drawContext,\n params.renderInGroupParams?.nextM\n );\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha = baseGlobalAlpha;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 将原始的context和canvas恢复,另外将newCanvas上的内容绘制到lastCanvas上\n const newContext = context.nativeContext;\n const newCanvas = context.canvas.nativeCanvas;\n lastNativeContext.save();\n lastNativeContext.setTransform(context.dpr, 0, 0, context.dpr, 0, 0, true);\n // 如果drawMode === 1,则需要清一下之前的背景,否则背景就重复绘制了一次\n if (drawMode === 1) {\n newContext.rect(x, y, width, height);\n }\n lastNativeContext.drawImage(\n newCanvas,\n 0,\n 0,\n newCanvas.width,\n newCanvas.height,\n 0,\n 0,\n context.canvas.displayWidth,\n context.canvas.displayHeight\n );\n const transform = newContext.getTransform();\n lastNativeContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n context.nativeContext = lastNativeContext;\n context.canvas.nativeCanvas = lastNativeCanvas;\n lastNativeContext.restore();\n }\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
1
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{ inject, injectable, named } from '../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGroup,\n IMarkAttribute,\n IThemeAttribute,\n IGroupRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IGroupGraphicAttribute\n} from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { getModelMatrix } from '../../../graphic/graphic-service/graphic-service';\nimport { isArray } from '@visactor/vutils';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { GroupRenderContribution } from './contributions/constants';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { GROUP_NUMBER_TYPE } from '../../../graphic/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { defaultGroupBackgroundRenderContribution } from './contributions';\nimport { multiplyMat4Mat4 } from '../../../common/matrix';\nimport { application } from '../../../application';\n\n@injectable()\nexport class DefaultCanvasGroupRender implements IGraphicRender {\n type: 'group';\n numberType: number = GROUP_NUMBER_TYPE;\n\n _groupRenderContribitions: IGroupRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(GroupRenderContribution)\n protected readonly groupRenderContribitions: IContributionProvider<IGroupRenderContribution>\n ) {}\n\n drawShape(\n group: IGroup,\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 groupAttribute?: Required<IGroupGraphicAttribute>\n ) {\n // 提前判定,否则每次都要获取一堆属性\n const { clip, fill, stroke, background } = group.attribute;\n\n if (!(clip || fill || stroke || background)) {\n return;\n }\n\n groupAttribute = groupAttribute ?? getTheme(group, params?.theme).group;\n\n const {\n opacity = groupAttribute.opacity,\n width = groupAttribute.width,\n height = groupAttribute.height,\n fillOpacity = groupAttribute.fillOpacity,\n strokeOpacity = groupAttribute.strokeOpacity,\n cornerRadius = groupAttribute.cornerRadius,\n path = groupAttribute.path,\n lineWidth = groupAttribute.lineWidth,\n visible = groupAttribute.visible,\n fillStrokeOrder = groupAttribute.fillStrokeOrder,\n cornerType = groupAttribute.cornerType,\n x: originX = groupAttribute.x,\n y: originY = groupAttribute.y\n } = group.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(group.valid && visible)) {\n return;\n }\n\n if (!clip) {\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n }\n\n if (path && path.length && drawContext.drawContribution) {\n // 禁用fill和stroke\n const disableFill = context.disableFill;\n const disableStroke = context.disableStroke;\n const disableBeginPath = context.disableBeginPath;\n context.disableFill = true;\n context.disableStroke = true;\n context.disableBeginPath = true;\n path.forEach(g => {\n const rc = drawContext.drawContribution.getRenderContribution(g);\n rc.draw(g, drawContext.renderService, drawContext, params);\n });\n context.disableFill = disableFill;\n context.disableStroke = disableStroke;\n context.disableBeginPath = disableBeginPath;\n } else if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\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rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius, cornerType !== 'bevel');\n }\n\n if (!this._groupRenderContribitions) {\n this._groupRenderContribitions = this.groupRenderContribitions.getContributions() || [];\n this._groupRenderContribitions.push(defaultGroupBackgroundRenderContribution);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(group, group.attribute, groupAttribute);\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // beforeFillStroke contribition可以操作clip范围\n if (clip) {\n context.clip();\n }\n\n const _runFill = () => {\n if ((doFillOrStroke as any).doFill) {\n if (fillCb) {\n fillCb(context, group.attribute, groupAttribute);\n } else if (fVisible) {\n context.setCommonStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.fill();\n }\n }\n };\n\n const _runStroke = () => {\n if ((doFillOrStroke as any).doStroke) {\n if (strokeCb) {\n strokeCb(context, group.attribute, groupAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(group, group.attribute, originX - x, originY - y, groupAttribute);\n context.stroke();\n }\n }\n };\n\n if (!fillStrokeOrder) {\n _runFill();\n _runStroke();\n } else {\n _runStroke();\n _runFill();\n }\n\n this._groupRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(group, group.attribute, x, y, groupAttribute);\n c.drawShape(\n group,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n groupAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(group: IGroup, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n const { clip, baseOpacity = 1, drawMode } = group.attribute;\n const lastNativeContext = context.nativeContext;\n const lastNativeCanvas = context.canvas.nativeCanvas;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 绘制到新的Canvas上,然后再绘制回来\n const canvas = context.canvas;\n const newCanvas = application.global.createCanvas({ width: canvas.width, height: canvas.height, dpr: 1 });\n const newContext = newCanvas.getContext('2d');\n const transform = context.nativeContext.getTransform();\n // 首先应用transform\n newContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n // 然后将背景绘制到新的canvas上,只绘制group的Bounds区域\n // 如果drawMode === 1,则需要背景\n // 如果drawMode === 2,则不需要背景,只需要group即可\n if (drawMode === 1) {\n newContext.save();\n newContext.clearRect(0, 0, canvas.width, canvas.height);\n newContext.beginPath();\n\n newContext.rect(x, y, width, height);\n newContext.clip();\n newContext.drawImage(\n canvas.nativeCanvas,\n 0,\n 0,\n canvas.width,\n canvas.height,\n 0,\n 0,\n canvas.displayWidth,\n canvas.displayHeight\n );\n newContext.restore();\n }\n // 狸猫换太子,把新的context赋值给context\n context.nativeContext = newContext;\n canvas.nativeCanvas = newCanvas;\n }\n if (clip) {\n context.save();\n } else {\n context.highPerformanceSave();\n }\n const baseGlobalAlpha = context.baseGlobalAlpha;\n context.baseGlobalAlpha *= baseOpacity;\n\n // const lastMatrix = context.modelMatrix;\n // if (context.camera) {\n // const m = group.transMatrix;\n // const matrix = createMat4();\n // mat3Tomat4(matrix, m);\n // const lastModelMatrix = context.modelMatrix;\n // if (lastModelMatrix) {\n // if (matrix) {\n // const m = createMat4();\n // context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n // }\n // } else {\n // context.modelMatrix = matrix;\n // }\n // } else {\n // // group直接transform\n // context.transformFromMatrix(group.transMatrix, true);\n // }\n const lastModelMatrix = context.modelMatrix;\n const camera = context.camera;\n if (camera) {\n const groupAttribute = getTheme(group, params?.theme).group;\n const nextModelMatrix = mat4Allocate.allocate();\n // 计算模型矩阵\n const modelMatrix = mat4Allocate.allocate();\n getModelMatrix(modelMatrix, group, groupAttribute);\n if (lastModelMatrix) {\n multiplyMat4Mat4(nextModelMatrix, lastModelMatrix, modelMatrix);\n } else {\n multiplyMat4Mat4(nextModelMatrix, nextModelMatrix, modelMatrix);\n }\n context.modelMatrix = nextModelMatrix;\n mat4Allocate.free(modelMatrix);\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n } else {\n // group直接transform\n context.transformFromMatrix(group.transMatrix, true);\n }\n\n context.beginPath();\n // 如果跳过绘制,那就不绘制\n if (params.skipDraw) {\n this.drawShape(\n group,\n context,\n 0,\n 0,\n drawContext,\n params,\n () => false,\n () => false\n );\n } else {\n this.drawShape(group, context, 0, 0, drawContext, null, null, null);\n }\n\n // 绘制子元素的时候要添加scroll\n const { scrollX, scrollY } = group.attribute;\n if (scrollX || scrollY) {\n context.translate(scrollX, scrollY);\n }\n let p: any;\n if (params && params.renderInGroup) {\n p = params.renderInGroup(\n params.renderInGroupParams?.skipSort,\n group,\n drawContext,\n params.renderInGroupParams?.nextM\n );\n }\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.baseGlobalAlpha = baseGlobalAlpha;\n\n if (drawMode > 0) {\n const { x, y, width, height } = group.attribute;\n // 将原始的context和canvas恢复,另外将newCanvas上的内容绘制到lastCanvas上\n const newContext = context.nativeContext;\n const newCanvas = context.canvas.nativeCanvas;\n lastNativeContext.save();\n lastNativeContext.setTransform(context.dpr, 0, 0, context.dpr, 0, 0, true);\n // 如果drawMode === 1,则需要清一下之前的背景,否则背景就重复绘制了一次\n if (drawMode === 1) {\n newContext.rect(x, y, width, height);\n }\n lastNativeContext.drawImage(\n newCanvas,\n 0,\n 0,\n newCanvas.width,\n newCanvas.height,\n 0,\n 0,\n context.canvas.displayWidth,\n context.canvas.displayHeight\n );\n const transform = newContext.getTransform();\n lastNativeContext.setTransform(transform.a, transform.b, transform.c, transform.d, transform.e, transform.f);\n context.nativeContext = lastNativeContext;\n context.canvas.nativeCanvas = lastNativeCanvas;\n lastNativeContext.restore();\n }\n\n if (p && p.then) {\n p.then(() => {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n });\n } else {\n if (clip) {\n context.restore();\n } else {\n context.highPerformanceRestore();\n }\n }\n }\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-core",
3
- "version": "1.0.0-alpha.13",
3
+ "version": "1.0.0-alpha.14",
4
4
  "description": "",
5
5
  "sideEffects": [
6
6
  "./src/modules.ts",
@@ -36,8 +36,8 @@
36
36
  "typescript": "4.9.5",
37
37
  "cross-env": "^7.0.3",
38
38
  "@internal/bundler": "0.0.1",
39
- "@internal/eslint-config": "0.0.1",
40
- "@internal/ts-config": "0.0.1"
39
+ "@internal/ts-config": "0.0.1",
40
+ "@internal/eslint-config": "0.0.1"
41
41
  },
42
42
  "keywords": [
43
43
  "VisActor",