@visactor/vrender-core 1.0.0-alpha.4 → 1.0.0-alpha.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/animate/config.d.ts +0 -1
- package/cjs/animate/config.js +1 -5
- package/cjs/animate/config.js.map +1 -1
- package/cjs/application.d.ts +2 -1
- package/cjs/application.js.map +1 -1
- package/cjs/color-string/interpolate.js +5 -2
- package/cjs/color-string/interpolate.js.map +1 -1
- package/cjs/common/canvas-utils.js +6 -3
- package/cjs/common/canvas-utils.js.map +1 -1
- package/cjs/common/custom-path2d.js +2 -2
- package/cjs/common/custom-path2d.js.map +1 -1
- package/cjs/common/morphing-utils.js +32 -124
- package/cjs/common/morphing-utils.js.map +1 -1
- package/cjs/common/segment/index.js +3 -0
- package/cjs/common/segment/index.js.map +1 -1
- package/cjs/common/segment/step.d.ts +6 -0
- package/cjs/common/segment/step.js +19 -2
- package/cjs/common/segment/step.js.map +1 -1
- package/cjs/common/shape/arc.d.ts +1 -1
- package/cjs/common/shape/arc.js +7 -3
- package/cjs/common/shape/arc.js.map +1 -1
- package/cjs/common/split-path.js +1 -1
- package/cjs/common/split-path.js.map +1 -1
- package/cjs/common/utils.d.ts +0 -2
- package/cjs/common/utils.js +4 -8
- package/cjs/common/utils.js.map +1 -1
- package/cjs/core/stage.js +4 -4
- package/cjs/core/stage.js.map +1 -1
- package/cjs/graphic/arc.d.ts +1 -2
- package/cjs/graphic/arc.js +4 -3
- package/cjs/graphic/arc.js.map +1 -1
- package/cjs/graphic/area.d.ts +1 -2
- package/cjs/graphic/area.js +5 -2
- package/cjs/graphic/area.js.map +1 -1
- package/cjs/graphic/circle.d.ts +1 -2
- package/cjs/graphic/circle.js +7 -3
- package/cjs/graphic/circle.js.map +1 -1
- package/cjs/graphic/config.d.ts +2 -1
- package/cjs/graphic/config.js +10 -3
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/graphic/constants.d.ts +1 -0
- package/cjs/graphic/constants.js +4 -3
- package/cjs/graphic/constants.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +7 -1
- package/cjs/graphic/graphic.js +20 -15
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/image.js +2 -1
- package/cjs/graphic/image.js.map +1 -1
- package/cjs/graphic/index.d.ts +1 -0
- package/cjs/graphic/index.js +8 -8
- package/cjs/graphic/index.js.map +1 -1
- package/cjs/graphic/line.d.ts +1 -2
- package/cjs/graphic/line.js +7 -2
- package/cjs/graphic/line.js.map +1 -1
- package/cjs/graphic/path.js +2 -1
- package/cjs/graphic/path.js.map +1 -1
- package/cjs/graphic/polygon.js +2 -1
- package/cjs/graphic/polygon.js.map +1 -1
- package/cjs/graphic/rect.js +7 -3
- package/cjs/graphic/rect.js.map +1 -1
- package/cjs/graphic/richtext/icon.d.ts +1 -1
- package/cjs/graphic/richtext/icon.js.map +1 -1
- package/cjs/graphic/richtext.js +3 -2
- package/cjs/graphic/richtext.js.map +1 -1
- package/cjs/graphic/star.d.ts +52 -0
- package/cjs/graphic/star.js +78 -0
- package/cjs/graphic/star.js.map +1 -0
- package/cjs/graphic/symbol.js +3 -1
- package/cjs/graphic/symbol.js.map +1 -1
- package/cjs/graphic/text.js +1 -0
- package/cjs/graphic/text.js.map +1 -1
- package/cjs/graphic/theme.js +2 -0
- package/cjs/graphic/theme.js.map +1 -1
- package/cjs/index.d.ts +2 -0
- package/cjs/index.js +7 -6
- package/cjs/index.js.map +1 -1
- package/cjs/interface/animation/animate.d.ts +17 -0
- package/cjs/interface/animation/animate.js.map +1 -1
- package/cjs/interface/animation/ticker.d.ts +2 -0
- package/cjs/interface/animation/ticker.js.map +1 -1
- package/cjs/interface/common.d.ts +1 -1
- package/cjs/interface/common.js.map +1 -1
- package/cjs/interface/contribution.d.ts +2 -0
- package/cjs/interface/contribution.js.map +1 -1
- package/cjs/interface/graphic/index.d.ts +1 -0
- package/cjs/interface/graphic/index.js +3 -2
- package/cjs/interface/graphic/index.js.map +1 -1
- package/cjs/interface/graphic/star.d.ts +12 -0
- package/cjs/interface/graphic/star.js +6 -0
- package/cjs/interface/graphic/star.js.map +1 -0
- package/cjs/interface/graphic/theme.d.ts +3 -0
- package/cjs/interface/graphic/theme.js.map +1 -1
- package/cjs/interface/graphic.d.ts +11 -0
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/interface/render.d.ts +1 -0
- package/cjs/interface/render.js.map +1 -1
- package/cjs/modules.d.ts +2 -1
- package/cjs/modules.js +4 -3
- package/cjs/modules.js.map +1 -1
- package/cjs/register/register-star.d.ts +1 -0
- package/cjs/register/register-star.js +14 -0
- package/cjs/register/register-star.js.map +1 -0
- package/cjs/render/contributions/render/area-render.js +2 -2
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/constants.d.ts +1 -0
- package/cjs/render/contributions/render/contributions/constants.js +3 -2
- package/cjs/render/contributions/render/contributions/constants.js.map +1 -1
- package/cjs/render/contributions/render/contributions/index.d.ts +1 -0
- package/cjs/render/contributions/render/contributions/index.js +2 -2
- package/cjs/render/contributions/render/contributions/index.js.map +1 -1
- package/cjs/render/contributions/render/contributions/star-contribution-render.d.ts +2 -0
- package/cjs/render/contributions/render/contributions/star-contribution-render.js +11 -0
- package/cjs/render/contributions/render/contributions/star-contribution-render.js.map +1 -0
- package/cjs/render/contributions/render/line-render.js +1 -1
- package/cjs/render/contributions/render/line-render.js.map +1 -1
- package/cjs/render/contributions/render/star-module.d.ts +2 -0
- package/cjs/render/contributions/render/star-module.js +15 -0
- package/cjs/render/contributions/render/star-module.js.map +1 -0
- package/cjs/render/contributions/render/star-render.d.ts +10 -0
- package/cjs/render/contributions/render/star-render.js +54 -0
- package/cjs/render/contributions/render/star-render.js.map +1 -0
- package/cjs/render/contributions/render/symbol.d.ts +1 -0
- package/cjs/render/contributions/render/symbol.js +2 -2
- package/cjs/render/contributions/render/symbol.js.map +1 -1
- package/cjs/render/render-service.d.ts +1 -1
- package/cjs/render/render-service.js.map +1 -1
- package/dist/index.es.js +12265 -12093
- package/es/animate/config.d.ts +0 -1
- package/es/animate/config.js +0 -5
- package/es/animate/config.js.map +1 -1
- package/es/application.d.ts +2 -1
- package/es/application.js.map +1 -1
- package/es/color-string/interpolate.js +4 -1
- package/es/color-string/interpolate.js.map +1 -1
- package/es/common/canvas-utils.js +6 -3
- package/es/common/canvas-utils.js.map +1 -1
- package/es/common/custom-path2d.js +2 -2
- package/es/common/custom-path2d.js.map +1 -1
- package/es/common/morphing-utils.js +29 -124
- package/es/common/morphing-utils.js.map +1 -1
- package/es/common/segment/index.js +4 -1
- package/es/common/segment/index.js.map +1 -1
- package/es/common/segment/step.d.ts +6 -0
- package/es/common/segment/step.js +13 -0
- package/es/common/segment/step.js.map +1 -1
- package/es/common/shape/arc.d.ts +1 -1
- package/es/common/shape/arc.js +7 -3
- package/es/common/shape/arc.js.map +1 -1
- package/es/common/split-path.js +1 -1
- package/es/common/split-path.js.map +1 -1
- package/es/common/utils.d.ts +0 -2
- package/es/common/utils.js +0 -4
- package/es/common/utils.js.map +1 -1
- package/es/core/stage.js +4 -4
- package/es/core/stage.js.map +1 -1
- package/es/graphic/arc.d.ts +1 -2
- package/es/graphic/arc.js +4 -3
- package/es/graphic/arc.js.map +1 -1
- package/es/graphic/area.d.ts +1 -2
- package/es/graphic/area.js +5 -2
- package/es/graphic/area.js.map +1 -1
- package/es/graphic/circle.d.ts +1 -2
- package/es/graphic/circle.js +6 -3
- package/es/graphic/circle.js.map +1 -1
- package/es/graphic/config.d.ts +2 -1
- package/es/graphic/config.js +11 -2
- package/es/graphic/config.js.map +1 -1
- package/es/graphic/constants.d.ts +1 -0
- package/es/graphic/constants.js +2 -0
- package/es/graphic/constants.js.map +1 -1
- package/es/graphic/graphic.d.ts +7 -1
- package/es/graphic/graphic.js +21 -14
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/image.js +2 -1
- package/es/graphic/image.js.map +1 -1
- package/es/graphic/index.d.ts +1 -0
- package/es/graphic/index.js +2 -0
- package/es/graphic/index.js.map +1 -1
- package/es/graphic/line.d.ts +1 -2
- package/es/graphic/line.js +7 -2
- package/es/graphic/line.js.map +1 -1
- package/es/graphic/path.js +2 -1
- package/es/graphic/path.js.map +1 -1
- package/es/graphic/polygon.js +2 -1
- package/es/graphic/polygon.js.map +1 -1
- package/es/graphic/rect.js +7 -3
- package/es/graphic/rect.js.map +1 -1
- package/es/graphic/richtext/icon.d.ts +1 -1
- package/es/graphic/richtext/icon.js.map +1 -1
- package/es/graphic/richtext.js +3 -2
- package/es/graphic/richtext.js.map +1 -1
- package/es/graphic/star.d.ts +52 -0
- package/es/graphic/star.js +82 -0
- package/es/graphic/star.js.map +1 -0
- package/es/graphic/symbol.js +3 -1
- package/es/graphic/symbol.js.map +1 -1
- package/es/graphic/text.js +1 -0
- package/es/graphic/text.js.map +1 -1
- package/es/graphic/theme.js +3 -1
- package/es/graphic/theme.js.map +1 -1
- package/es/index.d.ts +2 -0
- package/es/index.js +4 -0
- package/es/index.js.map +1 -1
- package/es/interface/animation/animate.d.ts +17 -0
- package/es/interface/animation/animate.js.map +1 -1
- package/es/interface/animation/ticker.d.ts +2 -0
- package/es/interface/animation/ticker.js.map +1 -1
- package/es/interface/common.d.ts +1 -1
- package/es/interface/common.js.map +1 -1
- package/es/interface/contribution.d.ts +2 -0
- package/es/interface/contribution.js.map +1 -1
- package/es/interface/graphic/index.d.ts +1 -0
- package/es/interface/graphic/index.js +2 -0
- package/es/interface/graphic/index.js.map +1 -1
- package/es/interface/graphic/star.d.ts +12 -0
- package/es/interface/graphic/star.js +2 -0
- package/es/interface/graphic/star.js.map +1 -0
- package/es/interface/graphic/theme.d.ts +3 -0
- package/es/interface/graphic/theme.js.map +1 -1
- package/es/interface/graphic.d.ts +11 -0
- package/es/interface/graphic.js.map +1 -1
- package/es/interface/render.d.ts +1 -0
- package/es/interface/render.js.map +1 -1
- package/es/modules.d.ts +2 -1
- package/es/modules.js +6 -0
- package/es/modules.js.map +1 -1
- package/es/register/register-star.d.ts +1 -0
- package/es/register/register-star.js +8 -0
- package/es/register/register-star.js.map +1 -0
- package/es/render/contributions/render/area-render.js +2 -2
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/contributions/constants.d.ts +1 -0
- package/es/render/contributions/render/contributions/constants.js +2 -0
- package/es/render/contributions/render/contributions/constants.js.map +1 -1
- package/es/render/contributions/render/contributions/index.d.ts +1 -0
- package/es/render/contributions/render/contributions/index.js +2 -0
- package/es/render/contributions/render/contributions/index.js.map +1 -1
- package/es/render/contributions/render/contributions/star-contribution-render.d.ts +2 -0
- package/es/render/contributions/render/contributions/star-contribution-render.js +8 -0
- package/es/render/contributions/render/contributions/star-contribution-render.js.map +1 -0
- package/es/render/contributions/render/line-render.js +1 -1
- package/es/render/contributions/render/line-render.js.map +1 -1
- package/es/render/contributions/render/star-module.d.ts +2 -0
- package/es/render/contributions/render/star-module.js +13 -0
- package/es/render/contributions/render/star-module.js.map +1 -0
- package/es/render/contributions/render/star-render.d.ts +10 -0
- package/es/render/contributions/render/star-render.js +59 -0
- package/es/render/contributions/render/star-render.js.map +1 -0
- package/es/render/contributions/render/symbol.d.ts +1 -0
- package/es/render/contributions/render/symbol.js +2 -0
- package/es/render/contributions/render/symbol.js.map +1 -1
- package/es/render/render-service.d.ts +1 -1
- package/es/render/render-service.js.map +1 -1
- package/package.json +3 -3
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/dividePath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { ICustomPath2D } from './../interface/path';\nimport type { IPointLike } from '@visactor/vutils';\nimport { isNumber, Bounds, getIntersectPoint } from '@visactor/vutils';\nimport type { ILine, IRect, IArc, ICircle, IArea, IPolygon, IPath } from '../interface';\nimport { bezierCurversToPath, pathToBezierCurves } from './morphing-utils';\nimport { normalizeRectAttributes } from './rect-utils';\n/**\n * split a rect to grids\n */\nexport function splitToGrids(width: number, height: number, count: number) {\n const ratio = width / height;\n\n let rowCount: number;\n let columnCount: number;\n\n if (width >= height) {\n columnCount = Math.ceil(Math.sqrt(count * ratio));\n rowCount = Math.floor(count / columnCount);\n\n if (rowCount === 0) {\n rowCount = 1;\n columnCount = count;\n }\n } else {\n rowCount = Math.ceil(Math.sqrt(count / ratio));\n columnCount = Math.floor(count / rowCount);\n\n if (columnCount === 0) {\n columnCount = 1;\n rowCount = count;\n }\n }\n\n const grids: number[] = [];\n for (let i = 0; i < rowCount; i++) {\n grids.push(columnCount);\n }\n const sumCount = rowCount * columnCount;\n const remained = count - sumCount;\n\n if (remained > 0) {\n for (let i = 0; i < remained; i += columnCount) {\n if (i + columnCount < remained) {\n grids.push(columnCount);\n } else {\n grids.push(remained - i);\n }\n }\n }\n return grids;\n}\n\nexport const splitRect = (rect: IRect, count: number) => {\n const { width, height } = normalizeRectAttributes(rect.attribute);\n\n const x = 0;\n const y = 0;\n const grids = splitToGrids(width, height, count);\n const res = [];\n const gridHeight = height / grids.length;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridWidth = width / columnCount;\n for (let j = 0; j < columnCount; j++) {\n res.push({\n x: x + j * gridWidth,\n y: y + i * gridHeight,\n width: gridWidth,\n height: gridHeight\n });\n }\n }\n\n return res;\n};\n\nexport const splitArc = (arc: IArc, count: number) => {\n const x = 0;\n const y = 0;\n const angles = arc.getParsedAngle();\n const startAngle = angles.startAngle;\n const endAngle = angles.endAngle;\n const innerRadius = arc.getComputedAttribute('innerRadius');\n const outerRadius = arc.getComputedAttribute('outerRadius');\n const angleDelta = Math.abs(startAngle - endAngle);\n const radiusDelta = Math.abs(outerRadius - innerRadius);\n\n const grids = splitToGrids((angleDelta * (innerRadius + outerRadius)) / 2, radiusDelta, count);\n const res = [];\n const gridRadius = radiusDelta / grids.length;\n const radiusSign = outerRadius >= innerRadius ? 1 : -1;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridAngle = angleDelta / columnCount;\n for (let j = 0; j < columnCount; j++) {\n // from outter to inner\n res.push({\n innerRadius: outerRadius - gridRadius * i * radiusSign,\n outerRadius: outerRadius - gridRadius * (i + 1) * radiusSign,\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nexport const splitCircle = (arc: ICircle, count: number) => {\n const x = 0;\n const y = 0;\n const startAngle = arc.getComputedAttribute('startAngle');\n const endAngle = arc.getComputedAttribute('endAngle');\n const radius = arc.getComputedAttribute('radius');\n const angleDelta = Math.abs(startAngle - endAngle);\n\n const grids = splitToGrids(angleDelta * radius, radius, count);\n const res = [];\n const gridAngle = angleDelta / grids[0];\n const gridRadius = radius / grids.length;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n for (let j = 0, columnCount = grids[i]; j < columnCount; j++) {\n res.push({\n innerRadius: gridRadius * i,\n outerRadius: gridRadius * (i + 1),\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nconst samplingPoints = (points: IPointLike[], count: number) => {\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (validatePoints.length === 0) {\n return [];\n }\n if (validatePoints.length === 1) {\n return new Array(count).fill(0).map(i => validatePoints[0]);\n }\n\n const res = [];\n if (count <= validatePoints.length) {\n const step = validatePoints.length / count;\n let i = 0;\n let cur = 0;\n\n while (i < count) {\n res.push(validatePoints[Math.floor(cur)]);\n\n cur += step;\n i++;\n }\n\n return res;\n }\n\n const insertCount = count - validatePoints.length;\n const insertStep = insertCount / (validatePoints.length - 1);\n const insetRatio = 1 / (insertStep + 1);\n let curCount = 0;\n\n for (let i = 0, len = points.length; i < len; i++) {\n res.push(points[i]);\n\n if (i < len - 1) {\n let cur = insetRatio;\n const xCur = points[i].x;\n const yCur = points[i].y;\n const xNext = points[i + 1].x;\n const yNext = points[i + 1].y;\n\n while (cur < 1 && curCount < insertCount) {\n res.push({\n x: xCur + (xNext - xCur) * cur,\n y: yCur + (yNext - yCur) * cur\n });\n cur += insetRatio;\n curCount += 1;\n }\n }\n }\n\n return res;\n};\n\nexport const splitArea = (area: IArea, count: number) => {\n const attribute = area.attribute;\n let points = attribute.points;\n const segements = attribute.segments;\n\n if (!points) {\n points = segements.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n }\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (!validatePoints.length) {\n return [];\n }\n\n const allPoints: IPointLike[] = [];\n\n validatePoints.forEach(point => {\n allPoints.push({ x: point.x, y: point.y });\n });\n\n for (let i = validatePoints.length - 1; i >= 0; i--) {\n const point = validatePoints[i];\n\n allPoints.push({ x: point.x1 ?? point.x, y: point.y1 ?? point.y });\n }\n\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitLine = (line: ILine, count: number) => {\n const attribute = line.attribute;\n const points = attribute.points;\n\n if (points) {\n return samplingPoints(points, count);\n } else if (attribute.segments) {\n const segs = attribute.segments;\n const allPoints = segs.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n\n return samplingPoints(allPoints, count);\n }\n return [];\n};\n\nfunction crossProduct(dir1: [number, number], dir2: [number, number]): number {\n return dir1[0] * dir2[1] - dir1[1] * dir2[0];\n}\n\nconst clonePoints = (points: IPointLike[]) => {\n return points.map(p => ({ x: p.x, y: p.y }));\n};\n\nconst splitPolygonByLine = (points: IPointLike[], p0: IPointLike, p1: IPointLike) => {\n const len = points.length;\n const intersections: { dot: number; point: IPointLike; edgeIndex: number }[] = [];\n\n for (let i = 0; i < len; i++) {\n const cur = points[i];\n const next = i === len - 1 ? points[0] : points[i + 1];\n\n const res = getIntersectPoint([p0.x, p0.y], [p1.x, p1.y], [cur.x, cur.y], [next.x, next.y]);\n\n if (res && typeof res !== 'boolean') {\n intersections.push({\n dot: crossProduct([res[0] - p0.x, res[1] - p0.x], [p1.x - p0.x, p1.y - p0.x]),\n point: { x: res[0], y: res[1] },\n edgeIndex: i\n });\n }\n }\n\n if (intersections.length < 2) {\n // 没有交点或者和某条边共线\n return [clonePoints(points), clonePoints(points)];\n }\n\n intersections.sort((a, b) => a.dot - b.dot);\n let is0 = intersections[0];\n let is1 = intersections[intersections.length - 1];\n\n if (is0.edgeIndex > is1.edgeIndex) {\n [is0, is1] = [is1, is0];\n }\n\n const newP0 = is0.point;\n const newP1 = is1.point;\n const newPointsA = [{ x: newP0.x, y: newP0.y }];\n\n for (let i = is0.edgeIndex + 1; i <= is1.edgeIndex; i++) {\n newPointsA.push({ x: points[i].x, y: points[i].y });\n }\n newPointsA.push({ x: newP1.x, y: newP1.y });\n\n const newPointsB = [{ x: newP1.x, y: newP1.y }];\n for (let i = is1.edgeIndex + 1, maxIndex = is0.edgeIndex + len; i <= maxIndex; i++) {\n const p = points[i % len];\n newPointsB.push({ x: p.x, y: p.y });\n }\n newPointsB.push({ x: newP0.x, y: newP0.y });\n\n return [newPointsA, newPointsB];\n};\n\nexport const binarySplitPolygon = (points: IPointLike[]) => {\n const box = new Bounds();\n\n points.forEach(point => {\n box.add(point.x, point.y);\n });\n const width = box.width();\n const height = box.height();\n\n if (width >= height) {\n // split horizontal\n const midX = box.x1 + width / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: midX,\n y: box.y1\n },\n {\n x: midX,\n y: box.y2\n }\n );\n }\n // split vertical\n const midY = box.y1 + height / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: box.x1,\n y: midY\n },\n {\n x: box.x2,\n y: midY\n }\n );\n};\n\nexport const recursiveCallBinarySplit = (points: IPointLike[], count: number, out: { points: IPointLike[] }[]) => {\n if (count === 1) {\n out.push({ points });\n } else {\n const half = Math.floor(count / 2);\n const res = binarySplitPolygon(points);\n\n recursiveCallBinarySplit(res[0], half, out);\n recursiveCallBinarySplit(res[1], count - half, out);\n }\n};\n\nexport const splitPolygon = (polygon: IPolygon, count: number) => {\n const points = polygon.attribute.points;\n\n if (!points || !points.length) {\n return [];\n }\n if (count === 1) {\n return [{ points: clonePoints(points) }];\n }\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitPath = (path: IPath, count: number) => {\n const pathShape = path.getParsedPathShape();\n const bezierCurves = pathToBezierCurves(pathShape);\n\n if (!bezierCurves.length || count < 0) {\n return [];\n }\n\n const subPathCnt = bezierCurves.length;\n\n if (bezierCurves.length >= count) {\n const res: { path: ICustomPath2D }[] = [];\n const stepCount = Math.floor(bezierCurves.length / count);\n\n for (let i = 0; i < count; i++) {\n const curves = bezierCurves.slice(i * stepCount, i === count - 1 ? subPathCnt : (i + 1) * stepCount);\n\n res.push({ path: bezierCurversToPath(curves) });\n }\n\n return res;\n }\n\n const res: { points: IPointLike[] }[] = [];\n const stepCount = Math.floor(count / subPathCnt);\n let remain = count;\n\n for (let c = 0; c < subPathCnt; c++) {\n const points: IPointLike[] = [];\n\n for (let i = 2, len = bezierCurves[c].length; i < len; i += 2) {\n points.push({ x: bezierCurves[0][i], y: bezierCurves[0][i + 1] });\n }\n recursiveCallBinarySplit(points, c === subPathCnt - 1 ? remain : stepCount, res);\n remain -= stepCount;\n }\n\n return res;\n};\n"]}
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|
1
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/dividePath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { ICustomPath2D } from './../interface/path';\nimport type { IPointLike } from '@visactor/vutils';\nimport { isNumber, Bounds, getIntersectPoint } from '@visactor/vutils';\nimport type { ILine, IRect, IArc, ICircle, IArea, IPolygon, IPath } from '../interface';\nimport { bezierCurversToPath, pathToBezierCurves } from './morphing-utils';\nimport { normalizeRectAttributes } from './rect-utils';\n/**\n * split a rect to grids\n */\nexport function splitToGrids(width: number, height: number, count: number) {\n const ratio = width / height;\n\n let rowCount: number;\n let columnCount: number;\n\n if (width >= height) {\n columnCount = Math.ceil(Math.sqrt(count * ratio));\n rowCount = Math.floor(count / columnCount);\n\n if (rowCount === 0) {\n rowCount = 1;\n columnCount = count;\n }\n } else {\n rowCount = Math.ceil(Math.sqrt(count / ratio));\n columnCount = Math.floor(count / rowCount);\n\n if (columnCount === 0) {\n columnCount = 1;\n rowCount = count;\n }\n }\n\n const grids: number[] = [];\n for (let i = 0; i < rowCount; i++) {\n grids.push(columnCount);\n }\n const sumCount = rowCount * columnCount;\n const remained = count - sumCount;\n\n if (remained > 0) {\n for (let i = 0; i < remained; i += columnCount) {\n if (i + columnCount < remained) {\n grids.push(columnCount);\n } else {\n grids.push(remained - i);\n }\n }\n }\n return grids;\n}\n\nexport const splitRect = (rect: IRect, count: number) => {\n const { width, height } = normalizeRectAttributes(rect.attribute);\n\n const x = 0;\n const y = 0;\n const grids = splitToGrids(width, height, count);\n const res = [];\n const gridHeight = height / grids.length;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridWidth = width / columnCount;\n for (let j = 0; j < columnCount; j++) {\n res.push({\n x: x + j * gridWidth,\n y: y + i * gridHeight,\n width: gridWidth,\n height: gridHeight\n });\n }\n }\n\n return res;\n};\n\nexport const splitArc = (arc: IArc, count: number) => {\n const x = 0;\n const y = 0;\n const angles = arc.getParsedAngle();\n const startAngle = angles.startAngle;\n const endAngle = angles.endAngle;\n const innerRadius = arc.getComputedAttribute('innerRadius');\n const outerRadius = arc.getComputedAttribute('outerRadius');\n const angleDelta = Math.abs(startAngle - endAngle);\n const radiusDelta = Math.abs(outerRadius - innerRadius);\n\n const grids = splitToGrids((angleDelta * (innerRadius + outerRadius)) / 2, radiusDelta, count);\n const res = [];\n const gridRadius = radiusDelta / grids.length;\n const radiusSign = outerRadius >= innerRadius ? 1 : -1;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n const columnCount = grids[i];\n const gridAngle = angleDelta / columnCount;\n for (let j = 0; j < columnCount; j++) {\n // from outter to inner\n res.push({\n innerRadius: outerRadius - gridRadius * i * radiusSign,\n outerRadius: outerRadius - gridRadius * (i + 1) * radiusSign,\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nexport const splitCircle = (arc: ICircle, count: number) => {\n const x = 0;\n const y = 0;\n const startAngle = arc.getComputedAttribute('startAngle');\n const endAngle = arc.getComputedAttribute('endAngle');\n const radius = arc.getComputedAttribute('radius');\n const angleDelta = Math.abs(startAngle - endAngle);\n\n const grids = splitToGrids(angleDelta * radius, radius, count);\n const res = [];\n const gridAngle = angleDelta / grids[0];\n const gridRadius = radius / grids.length;\n const angleSign = endAngle >= startAngle ? 1 : -1;\n\n for (let i = 0, rowCount = grids.length; i < rowCount; i++) {\n for (let j = 0, columnCount = grids[i]; j < columnCount; j++) {\n res.push({\n innerRadius: gridRadius * i,\n outerRadius: gridRadius * (i + 1),\n startAngle: startAngle + gridAngle * j * angleSign,\n endAngle: startAngle + gridAngle * (j + 1) * angleSign\n });\n }\n }\n\n return res;\n};\n\nconst samplingPoints = (points: IPointLike[], count: number) => {\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (validatePoints.length === 0) {\n return [];\n }\n if (validatePoints.length === 1) {\n return new Array(count).fill(0).map(i => validatePoints[0]);\n }\n\n const res = [];\n if (count <= validatePoints.length) {\n const step = validatePoints.length / count;\n let i = 0;\n let cur = 0;\n\n while (i < count) {\n res.push(validatePoints[Math.floor(cur)]);\n\n cur += step;\n i++;\n }\n\n return res;\n }\n\n const insertCount = count - validatePoints.length;\n const insertStep = insertCount / (validatePoints.length - 1);\n const insetRatio = 1 / (insertStep + 1);\n let curCount = 0;\n\n for (let i = 0, len = points.length; i < len; i++) {\n res.push(points[i]);\n\n if (i < len - 1) {\n let cur = insetRatio;\n const xCur = points[i].x;\n const yCur = points[i].y;\n const xNext = points[i + 1].x;\n const yNext = points[i + 1].y;\n\n while (cur < 1 && curCount < insertCount) {\n res.push({\n x: xCur + (xNext - xCur) * cur,\n y: yCur + (yNext - yCur) * cur\n });\n cur += insetRatio;\n curCount += 1;\n }\n }\n }\n\n return res;\n};\n\nexport const splitArea = (area: IArea, count: number) => {\n const attribute = area.attribute;\n let points = attribute.points;\n const segements = attribute.segments;\n\n if (!points) {\n points = segements.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n }\n const validatePoints = points.filter(point => point.defined !== false && isNumber(point.x) && isNumber(point.y));\n\n if (!validatePoints.length) {\n return [];\n }\n\n const allPoints: IPointLike[] = [];\n\n validatePoints.forEach(point => {\n allPoints.push({ x: point.x, y: point.y });\n });\n\n for (let i = validatePoints.length - 1; i >= 0; i--) {\n const point = validatePoints[i];\n\n allPoints.push({ x: point.x1 ?? point.x, y: point.y1 ?? point.y });\n }\n\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(allPoints, count, res);\n\n return res;\n};\n\nexport const splitLine = (line: ILine, count: number) => {\n const attribute = line.attribute;\n const points = attribute.points;\n\n if (points) {\n return samplingPoints(points, count);\n } else if (attribute.segments) {\n const segs = attribute.segments;\n const allPoints = segs.reduce((res, seg) => {\n return res.concat(seg.points ?? []);\n }, []);\n\n return samplingPoints(allPoints, count);\n }\n return [];\n};\n\nfunction crossProduct(dir1: [number, number], dir2: [number, number]): number {\n return dir1[0] * dir2[1] - dir1[1] * dir2[0];\n}\n\nconst clonePoints = (points: IPointLike[]) => {\n return points.map(p => ({ x: p.x, y: p.y }));\n};\n\nconst splitPolygonByLine = (points: IPointLike[], p0: IPointLike, p1: IPointLike) => {\n const len = points.length;\n const intersections: { dot: number; point: IPointLike; edgeIndex: number }[] = [];\n\n for (let i = 0; i < len; i++) {\n const cur = points[i];\n const next = i === len - 1 ? points[0] : points[i + 1];\n\n const res = getIntersectPoint([p0.x, p0.y], [p1.x, p1.y], [cur.x, cur.y], [next.x, next.y]);\n\n if (res && typeof res !== 'boolean') {\n intersections.push({\n dot: crossProduct([res[0] - p0.x, res[1] - p0.x], [p1.x - p0.x, p1.y - p0.x]),\n point: { x: res[0], y: res[1] },\n edgeIndex: i\n });\n }\n }\n\n if (intersections.length < 2) {\n // 没有交点或者和某条边共线\n return [clonePoints(points), clonePoints(points)];\n }\n\n intersections.sort((a, b) => a.dot - b.dot);\n let is0 = intersections[0];\n let is1 = intersections[intersections.length - 1];\n\n if (is0.edgeIndex > is1.edgeIndex) {\n [is0, is1] = [is1, is0];\n }\n\n const newP0 = is0.point;\n const newP1 = is1.point;\n const newPointsA = [{ x: newP0.x, y: newP0.y }];\n\n for (let i = is0.edgeIndex + 1; i <= is1.edgeIndex; i++) {\n newPointsA.push({ x: points[i].x, y: points[i].y });\n }\n newPointsA.push({ x: newP1.x, y: newP1.y });\n\n const newPointsB = [{ x: newP1.x, y: newP1.y }];\n for (let i = is1.edgeIndex + 1, maxIndex = is0.edgeIndex + len; i <= maxIndex; i++) {\n const p = points[i % len];\n newPointsB.push({ x: p.x, y: p.y });\n }\n newPointsB.push({ x: newP0.x, y: newP0.y });\n\n return [newPointsA, newPointsB];\n};\n\nexport const binarySplitPolygon = (points: IPointLike[]) => {\n const box = new Bounds();\n\n points.forEach(point => {\n box.add(point.x, point.y);\n });\n const width = box.width();\n const height = box.height();\n\n if (width >= height) {\n // split horizontal\n const midX = box.x1 + width / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: midX,\n y: box.y1\n },\n {\n x: midX,\n y: box.y2\n }\n );\n }\n // split vertical\n const midY = box.y1 + height / 2;\n\n return splitPolygonByLine(\n points,\n {\n x: box.x1,\n y: midY\n },\n {\n x: box.x2,\n y: midY\n }\n );\n};\n\nexport const recursiveCallBinarySplit = (points: IPointLike[], count: number, out: { points: IPointLike[] }[]) => {\n if (count === 1) {\n out.push({ points });\n } else {\n const half = Math.floor(count / 2);\n const res = binarySplitPolygon(points);\n\n recursiveCallBinarySplit(res[0], half, out);\n recursiveCallBinarySplit(res[1], count - half, out);\n }\n};\n\nexport const splitPolygon = (polygon: IPolygon, count: number) => {\n const points = polygon.attribute.points;\n\n if (!points || !points.length) {\n return [];\n }\n if (count === 1) {\n return [{ points: clonePoints(points) }];\n }\n const res: { points: IPointLike[] }[] = [];\n\n recursiveCallBinarySplit(points, count, res);\n\n return res;\n};\n\nexport const splitPath = (path: IPath, count: number) => {\n const pathShape = path.getParsedPathShape();\n const bezierCurves = pathToBezierCurves(pathShape);\n\n if (!bezierCurves.length || count < 0) {\n return [];\n }\n\n const subPathCnt = bezierCurves.length;\n\n if (bezierCurves.length >= count) {\n const res: { path: ICustomPath2D }[] = [];\n const stepCount = Math.floor(bezierCurves.length / count);\n\n for (let i = 0; i < count; i++) {\n const curves = bezierCurves.slice(i * stepCount, i === count - 1 ? subPathCnt : (i + 1) * stepCount);\n\n res.push({ path: bezierCurversToPath(curves) });\n }\n\n return res;\n }\n\n const res: { points: IPointLike[] }[] = [];\n const stepCount = Math.floor(count / subPathCnt);\n let remain = count;\n\n for (let c = 0; c < subPathCnt; c++) {\n const points: IPointLike[] = [];\n\n for (let i = 2, len = bezierCurves[c].length; i < len; i += 2) {\n points.push({ x: bezierCurves[0][i], y: bezierCurves[0][i + 1] });\n }\n recursiveCallBinarySplit(points, c === subPathCnt - 1 ? remain : stepCount, res);\n remain -= stepCount;\n }\n\n return res;\n};\n"]}
|
package/es/common/utils.d.ts
CHANGED
|
@@ -23,8 +23,6 @@ export declare function pointEqual(pointA: IPointLike, pointB: IPointLike): bool
|
|
|
23
23
|
export declare function pointInterpolation(pointA: IPointLike, pointB: IPointLike, ratio: number): IPointLike;
|
|
24
24
|
export declare function pointInterpolationHighPerformance(pointA: IPointLike, pointB: IPointLike, ratio: number, point: IPointLike): IPointLike;
|
|
25
25
|
export declare function pointsInterpolation(pointsA: IPointLike[] | IPointLike, pointsB: IPointLike[] | IPointLike, ratio: number): IPointLike[];
|
|
26
|
-
export declare const transformKeys: string[];
|
|
27
|
-
export declare const isTransformKey: (key: string) => boolean;
|
|
28
26
|
export declare function getAttributeFromDefaultAttrList(attr: Record<string, any> | Record<string, any>[], key: string): any;
|
|
29
27
|
export declare class RafBasedSTO {
|
|
30
28
|
static TimeOut: number;
|
package/es/common/utils.js
CHANGED
|
@@ -106,10 +106,6 @@ export function pointsInterpolation(pointsA, pointsB, ratio) {
|
|
|
106
106
|
return points;
|
|
107
107
|
}
|
|
108
108
|
|
|
109
|
-
export const transformKeys = [ "x", "y", "dx", "dy", "scaleX", "scaleY", "angle", "anchor", "postMatrix", "scrollX", "scrollY" ];
|
|
110
|
-
|
|
111
|
-
export const isTransformKey = key => transformKeys.includes(key);
|
|
112
|
-
|
|
113
109
|
export function getAttributeFromDefaultAttrList(attr, key) {
|
|
114
110
|
if (isArray(attr)) {
|
|
115
111
|
let val;
|
package/es/common/utils.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
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type { IBounds, IPointLike } from '@visactor/vutils';\nimport { isBoolean, halfPi, pi, pi2, sin, cos, isArray, pointAt, Point, isString } from '@visactor/vutils';\nimport type { IGraphicAttribute, IStrokeStyle } from '../interface';\n\n// todo: 迁移到@visactor/vutils\n\nexport enum Edge {\n Top = 0b000001,\n Right = 0b000010,\n Bottom = 0b000100,\n Left = 0b001000,\n\n ALL = 0b001111\n}\n\n// 公共的stroke数组,避免大量数组生成\nconst _strokeVec4: [boolean | string, boolean | string, boolean | string, boolean | string] = [\n false,\n false,\n false,\n false\n];\n/**\n * 解析stroke配置\n * @param stroke\n * @returns\n */\nexport const parseStroke = (\n stroke: IStrokeStyle['stroke']\n): {\n isFullStroke: boolean;\n stroke: (boolean | string)[];\n} => {\n let isFullStroke: boolean = true;\n // 首先判断\n if (isBoolean(stroke, true)) {\n for (let i = 0; i < 4; i++) {\n _strokeVec4[i] = stroke as boolean;\n isFullStroke &&= !!(_strokeVec4[i] ?? true);\n }\n isFullStroke = stroke as boolean;\n } else if (Array.isArray(stroke)) {\n // array\n for (let i = 0; i < 4; i++) {\n _strokeVec4[i] = !!stroke[i];\n isFullStroke &&= !!_strokeVec4[i];\n }\n } else {\n _strokeVec4[0] = false;\n _strokeVec4[1] = false;\n _strokeVec4[2] = false;\n _strokeVec4[3] = false;\n }\n\n return {\n isFullStroke,\n stroke: _strokeVec4\n };\n};\n\n// 公共的padding数组,避免大量数组生成\nconst _paddingVec4: [number, number, number, number] = [0, 0, 0, 0];\n/**\n * 解析padding配置\n * @param padding\n * @returns\n */\nexport const parsePadding = (\n padding: IGraphicAttribute['boundsPadding']\n): number | [number, number, number, number] => {\n if (!padding) {\n return 0;\n }\n if (isArray(padding)) {\n if (padding.length === 0) {\n return 0;\n } else if (padding.length === 1) {\n return padding[0];\n } else if (padding.length === 2) {\n _paddingVec4[0] = padding[0];\n _paddingVec4[2] = padding[0];\n _paddingVec4[1] = padding[1];\n _paddingVec4[3] = padding[1];\n return _paddingVec4;\n }\n // 不考虑三个数的情况,三个数是用户传错了\n return padding as [number, number, number, number];\n }\n\n return padding as number;\n};\n\nconst _coords: [IPointLike, IPointLike, IPointLike, IPointLike] = [\n { x: 0, y: 0 },\n { x: 0, y: 0 },\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n];\nconst indexList = [1, 2, 3, 0, 1, 2, 3, 0];\n/**\n * 计算circle一段弧线的bounds\n * @param startAngle 小于2pi\n * @param endAngle\n * @param radius\n * @param bounds\n */\nexport function circleBounds(startAngle: number, endAngle: number, radius: number, bounds: IBounds) {\n // startAngle小于2pi\n // endAngle - startAngle小于2pi\n while (startAngle >= pi2) {\n startAngle -= pi2;\n }\n while (startAngle < 0) {\n startAngle += pi2;\n }\n while (startAngle > endAngle) {\n endAngle += pi2;\n }\n _coords[0].x = radius;\n // _coords[0].y = 0;\n // _coords[1].x = 0;\n _coords[1].y = radius;\n _coords[2].x = -radius;\n // _coords[2].y = -radius;\n // _coords[3].x = 0;\n _coords[3].y = -radius;\n\n // (0,pi/2], (pi/2, pi], (pi, pi/2*3], (pi/2*3, 2pi]\n // 1, 2, 3, 0\n const startIdx = Math.ceil(startAngle / halfPi) % 4;\n const endIdx = Math.ceil(endAngle / halfPi) % 4;\n // console.log(startAngle, endAngle, cos(startAngle), sin(startAngle), cos(endAngle), sin(endAngle));\n bounds.add(cos(startAngle) * radius, sin(startAngle) * radius);\n bounds.add(cos(endAngle) * radius, sin(endAngle) * radius);\n if (startIdx !== endIdx || endAngle - startAngle > pi) {\n let match = false;\n for (let i = 0; i < indexList.length; i++) {\n if (!match && startIdx === indexList[i]) {\n match = true;\n const p = _coords[startIdx];\n bounds.add(p.x, p.y);\n continue;\n } else if (match && endIdx === indexList[i]) {\n break;\n }\n if (match) {\n const p = _coords[indexList[i]];\n bounds.add(p.x, p.y);\n }\n }\n }\n // const delta = Math.floor((endAngle - startAngle) / halfPi);\n // for (let i = 0; i < delta; i++) {\n // const p = _coords[(startIdx + i) % 4];\n // bounds.add(p.x, p.y);\n // }\n\n // // 计算y1, y2\n // const y2 = halfPi >= startAngle && halfPi <= endAngle ? radius : max(sin(startAngle), sin(endAngle)) * radius;\n // const y1 =\n // halfPi + pi >= startAngle && halfPi + pi <= endAngle ? -radius : min(sin(startAngle), sin(endAngle)) * radius;\n // const x2 = pi2 >= startAngle && pi2 <= endAngle ? radius : max(cos(startAngle), cos(endAngle)) * radius;\n // const x1 = pi >= startAngle && pi <= endAngle ? -radius : min(cos(startAngle), cos(endAngle)) * radius;\n\n // // bounds.set(x1, y1, x2, y2);\n // bounds.add(x1, y1);\n // bounds.add(x2, y2);\n}\n\n/**\n * 比较两个点数组是否相同\n * @param pointsA 数组A\n * @param pointsB 数组B\n */\nexport function pointsEqual(pointsA: IPointLike[] | IPointLike, pointsB: IPointLike[] | IPointLike): boolean {\n if (!pointsA || !pointsB) {\n return false;\n } // 需要传入pointsA和pointsB\n if (Array.isArray(pointsA) && Array.isArray(pointsB)) {\n // 如果pointsA和pointsB是数组\n if (pointsA.length !== pointsB.length) {\n return false;\n }\n return pointsA.every((point, index) => pointEqual(point, pointsB[index]));\n }\n if (!Number.isNaN((pointsA as IPointLike).x + (pointsA as IPointLike).y)) {\n // 如果pointA是IPoint(防止参数是undefined)\n return pointEqual(pointsA as IPointLike, pointsB as IPointLike);\n }\n return false;\n}\n\n/**\n * 比较两个点是否相同\n * @param pointA 点A\n * @param pointB 点B\n */\nexport function pointEqual(pointA: IPointLike, pointB: IPointLike): boolean {\n return (\n pointA.x === pointB.x &&\n pointA.y === pointB.y &&\n pointA.x1 === pointB.x1 &&\n pointA.y1 === pointB.y1 &&\n pointA.defined === pointB.defined\n );\n}\n\n/**\n * 两点插值\n * @param pointA 点A\n * @param pointB 点B\n * @param ratio 比例\n */\nexport function pointInterpolation(pointA: IPointLike, pointB: IPointLike, ratio: number): IPointLike {\n const { x, y } = pointAt(pointA.x, pointA.y, pointB.x, pointB.y, ratio);\n const { x: x1, y: y1 } = pointAt(pointA.x1, pointA.y1, pointB.x1, pointB.y1, ratio);\n\n const point = new Point(x as number, y as number, x1, y1);\n point.defined = pointB.defined;\n return point;\n}\n\n/**\n * 两点插值\n * @param pointA 点A\n * @param pointB 点B\n * @param ratio 比例\n */\nexport function pointInterpolationHighPerformance(\n pointA: IPointLike,\n pointB: IPointLike,\n ratio: number,\n point: IPointLike\n): IPointLike {\n const { x, y } = pointAt(pointA.x, pointA.y, pointB.x, pointB.y, ratio);\n const { x: x1, y: y1 } = pointAt(pointA.x1, pointA.y1, pointB.x1, pointB.y1, ratio);\n // const point = new Point(x as number, y as number, x1, y1);\n point.x = x as number;\n point.y = y as number;\n point.x1 = x1;\n point.y1 = y1;\n point.defined = pointB.defined;\n return point;\n}\n\n/**\n * 点数组插值\n * @param pointsA 点数组A\n * @param pointsB 点数组B\n * @param ratio 比例\n */\nexport function pointsInterpolation(\n pointsA: IPointLike[] | IPointLike,\n pointsB: IPointLike[] | IPointLike,\n ratio: number\n): IPointLike[] {\n if (!pointsA || !pointsB) {\n return [];\n } // 需要传入pointsA和pointsB\n if (!Array.isArray(pointsA)) {\n pointsA = [pointsA];\n }\n if (!Array.isArray(pointsB)) {\n pointsB = [pointsB];\n }\n\n let points: IPointLike[] = [];\n if (pointsA.length > pointsB.length) {\n // 如果变短了,那么后面点的直接clip\n points = pointsB.map(point => {\n const p = new Point(point.x, point.y, point.x1, point.y1);\n p.defined = point.defined;\n return p;\n });\n for (let i = 0; i < pointsB.length; i++) {\n points[i] = pointInterpolation(pointsA[i], pointsB[i], ratio);\n }\n } else {\n // 如果变长了,加上后面的点\n points = pointsB.map(point => {\n const p = new Point(point.x, point.y, point.x1, point.y1);\n p.defined = point.defined;\n return p;\n });\n for (let i = 0; i < pointsA.length; i++) {\n points[i] = pointInterpolation(pointsA[i], pointsB[i], ratio);\n }\n }\n return points;\n}\n\nexport const transformKeys = [\n 'x',\n 'y',\n 'dx',\n 'dy',\n 'scaleX',\n 'scaleY',\n 'angle',\n 'anchor',\n 'postMatrix',\n 'scrollX',\n 'scrollY'\n];\nexport const isTransformKey = (key: string) => {\n return transformKeys.includes(key);\n};\n\nexport function getAttributeFromDefaultAttrList(attr: Record<string, any> | Record<string, any>[], key: string) {\n if (isArray(attr)) {\n let val;\n for (let i = 0; i < attr.length && val === undefined; i++) {\n val = attr[i][key];\n }\n return val;\n }\n return attr[key];\n}\n\nexport class RafBasedSTO {\n static TimeOut = 1000 / 60;\n durations: number[];\n timeout: number;\n lastDate: number;\n durationsListThreshold: number;\n\n constructor(timeout: number = RafBasedSTO.TimeOut) {\n this.durations = [];\n this.timeout = timeout;\n this.lastDate = 0;\n this.durationsListThreshold = 30;\n }\n\n call(cb: FrameRequestCallback) {\n this.lastDate = Date.now();\n return setTimeout(\n () => {\n this.appendDuration(Date.now() - this.lastDate);\n cb(0);\n },\n this.timeout,\n true\n );\n }\n\n clear(h: number) {\n clearTimeout(h);\n }\n\n appendDuration(d: number) {\n this.durations.push(d);\n if (this.durations.length > this.durationsListThreshold) {\n this.durations.shift();\n }\n // 最多60fps, 最少30fps\n this.timeout = Math.min(\n Math.max(this.durations.reduce((a, b) => a + b, 0) / this.durations.length, 1000 / 60),\n 1000 / 30\n );\n }\n}\n\nexport const rafBasedSto = new RafBasedSTO();\n\nexport const _calculateLineHeight = (lineHeight: string | number, fontSize: number): number => {\n if (isString(lineHeight) && lineHeight[lineHeight.length - 1] === '%') {\n const scale = Number.parseFloat(lineHeight.substring(0, lineHeight.length - 1)) / 100;\n return fontSize * scale;\n }\n return lineHeight as number;\n};\n\nexport const calculateLineHeight = (lineHeight: string | number, fontSize: number): number => {\n const _lh = _calculateLineHeight(lineHeight, fontSize);\n return isNaN(_lh) ? _lh : Math.max(fontSize, _lh);\n};\n"]}
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type { IBounds, IPointLike } from '@visactor/vutils';\nimport { isBoolean, halfPi, pi, pi2, sin, cos, isArray, pointAt, Point, isString } from '@visactor/vutils';\nimport type { IGraphicAttribute, IStrokeStyle } from '../interface';\n\n// todo: 迁移到@visactor/vutils\n\nexport enum Edge {\n Top = 0b000001,\n Right = 0b000010,\n Bottom = 0b000100,\n Left = 0b001000,\n\n ALL = 0b001111\n}\n\n// 公共的stroke数组,避免大量数组生成\nconst _strokeVec4: [boolean | string, boolean | string, boolean | string, boolean | string] = [\n false,\n false,\n false,\n false\n];\n/**\n * 解析stroke配置\n * @param stroke\n * @returns\n */\nexport const parseStroke = (\n stroke: IStrokeStyle['stroke']\n): {\n isFullStroke: boolean;\n stroke: (boolean | string)[];\n} => {\n let isFullStroke: boolean = true;\n // 首先判断\n if (isBoolean(stroke, true)) {\n for (let i = 0; i < 4; i++) {\n _strokeVec4[i] = stroke as boolean;\n isFullStroke &&= !!(_strokeVec4[i] ?? true);\n }\n isFullStroke = stroke as boolean;\n } else if (Array.isArray(stroke)) {\n // array\n for (let i = 0; i < 4; i++) {\n _strokeVec4[i] = !!stroke[i];\n isFullStroke &&= !!_strokeVec4[i];\n }\n } else {\n _strokeVec4[0] = false;\n _strokeVec4[1] = false;\n _strokeVec4[2] = false;\n _strokeVec4[3] = false;\n }\n\n return {\n isFullStroke,\n stroke: _strokeVec4\n };\n};\n\n// 公共的padding数组,避免大量数组生成\nconst _paddingVec4: [number, number, number, number] = [0, 0, 0, 0];\n/**\n * 解析padding配置\n * @param padding\n * @returns\n */\nexport const parsePadding = (\n padding: IGraphicAttribute['boundsPadding']\n): number | [number, number, number, number] => {\n if (!padding) {\n return 0;\n }\n if (isArray(padding)) {\n if (padding.length === 0) {\n return 0;\n } else if (padding.length === 1) {\n return padding[0];\n } else if (padding.length === 2) {\n _paddingVec4[0] = padding[0];\n _paddingVec4[2] = padding[0];\n _paddingVec4[1] = padding[1];\n _paddingVec4[3] = padding[1];\n return _paddingVec4;\n }\n // 不考虑三个数的情况,三个数是用户传错了\n return padding as [number, number, number, number];\n }\n\n return padding as number;\n};\n\nconst _coords: [IPointLike, IPointLike, IPointLike, IPointLike] = [\n { x: 0, y: 0 },\n { x: 0, y: 0 },\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n];\nconst indexList = [1, 2, 3, 0, 1, 2, 3, 0];\n/**\n * 计算circle一段弧线的bounds\n * @param startAngle 小于2pi\n * @param endAngle\n * @param radius\n * @param bounds\n */\nexport function circleBounds(startAngle: number, endAngle: number, radius: number, bounds: IBounds) {\n // startAngle小于2pi\n // endAngle - startAngle小于2pi\n while (startAngle >= pi2) {\n startAngle -= pi2;\n }\n while (startAngle < 0) {\n startAngle += pi2;\n }\n while (startAngle > endAngle) {\n endAngle += pi2;\n }\n _coords[0].x = radius;\n // _coords[0].y = 0;\n // _coords[1].x = 0;\n _coords[1].y = radius;\n _coords[2].x = -radius;\n // _coords[2].y = -radius;\n // _coords[3].x = 0;\n _coords[3].y = -radius;\n\n // (0,pi/2], (pi/2, pi], (pi, pi/2*3], (pi/2*3, 2pi]\n // 1, 2, 3, 0\n const startIdx = Math.ceil(startAngle / halfPi) % 4;\n const endIdx = Math.ceil(endAngle / halfPi) % 4;\n // console.log(startAngle, endAngle, cos(startAngle), sin(startAngle), cos(endAngle), sin(endAngle));\n bounds.add(cos(startAngle) * radius, sin(startAngle) * radius);\n bounds.add(cos(endAngle) * radius, sin(endAngle) * radius);\n if (startIdx !== endIdx || endAngle - startAngle > pi) {\n let match = false;\n for (let i = 0; i < indexList.length; i++) {\n if (!match && startIdx === indexList[i]) {\n match = true;\n const p = _coords[startIdx];\n bounds.add(p.x, p.y);\n continue;\n } else if (match && endIdx === indexList[i]) {\n break;\n }\n if (match) {\n const p = _coords[indexList[i]];\n bounds.add(p.x, p.y);\n }\n }\n }\n // const delta = Math.floor((endAngle - startAngle) / halfPi);\n // for (let i = 0; i < delta; i++) {\n // const p = _coords[(startIdx + i) % 4];\n // bounds.add(p.x, p.y);\n // }\n\n // // 计算y1, y2\n // const y2 = halfPi >= startAngle && halfPi <= endAngle ? radius : max(sin(startAngle), sin(endAngle)) * radius;\n // const y1 =\n // halfPi + pi >= startAngle && halfPi + pi <= endAngle ? -radius : min(sin(startAngle), sin(endAngle)) * radius;\n // const x2 = pi2 >= startAngle && pi2 <= endAngle ? radius : max(cos(startAngle), cos(endAngle)) * radius;\n // const x1 = pi >= startAngle && pi <= endAngle ? -radius : min(cos(startAngle), cos(endAngle)) * radius;\n\n // // bounds.set(x1, y1, x2, y2);\n // bounds.add(x1, y1);\n // bounds.add(x2, y2);\n}\n\n/**\n * 比较两个点数组是否相同\n * @param pointsA 数组A\n * @param pointsB 数组B\n */\nexport function pointsEqual(pointsA: IPointLike[] | IPointLike, pointsB: IPointLike[] | IPointLike): boolean {\n if (!pointsA || !pointsB) {\n return false;\n } // 需要传入pointsA和pointsB\n if (Array.isArray(pointsA) && Array.isArray(pointsB)) {\n // 如果pointsA和pointsB是数组\n if (pointsA.length !== pointsB.length) {\n return false;\n }\n return pointsA.every((point, index) => pointEqual(point, pointsB[index]));\n }\n if (!Number.isNaN((pointsA as IPointLike).x + (pointsA as IPointLike).y)) {\n // 如果pointA是IPoint(防止参数是undefined)\n return pointEqual(pointsA as IPointLike, pointsB as IPointLike);\n }\n return false;\n}\n\n/**\n * 比较两个点是否相同\n * @param pointA 点A\n * @param pointB 点B\n */\nexport function pointEqual(pointA: IPointLike, pointB: IPointLike): boolean {\n return (\n pointA.x === pointB.x &&\n pointA.y === pointB.y &&\n pointA.x1 === pointB.x1 &&\n pointA.y1 === pointB.y1 &&\n pointA.defined === pointB.defined\n );\n}\n\n/**\n * 两点插值\n * @param pointA 点A\n * @param pointB 点B\n * @param ratio 比例\n */\nexport function pointInterpolation(pointA: IPointLike, pointB: IPointLike, ratio: number): IPointLike {\n const { x, y } = pointAt(pointA.x, pointA.y, pointB.x, pointB.y, ratio);\n const { x: x1, y: y1 } = pointAt(pointA.x1, pointA.y1, pointB.x1, pointB.y1, ratio);\n\n const point = new Point(x as number, y as number, x1, y1);\n point.defined = pointB.defined;\n return point;\n}\n\n/**\n * 两点插值\n * @param pointA 点A\n * @param pointB 点B\n * @param ratio 比例\n */\nexport function pointInterpolationHighPerformance(\n pointA: IPointLike,\n pointB: IPointLike,\n ratio: number,\n point: IPointLike\n): IPointLike {\n const { x, y } = pointAt(pointA.x, pointA.y, pointB.x, pointB.y, ratio);\n const { x: x1, y: y1 } = pointAt(pointA.x1, pointA.y1, pointB.x1, pointB.y1, ratio);\n // const point = new Point(x as number, y as number, x1, y1);\n point.x = x as number;\n point.y = y as number;\n point.x1 = x1;\n point.y1 = y1;\n point.defined = pointB.defined;\n return point;\n}\n\n/**\n * 点数组插值\n * @param pointsA 点数组A\n * @param pointsB 点数组B\n * @param ratio 比例\n */\nexport function pointsInterpolation(\n pointsA: IPointLike[] | IPointLike,\n pointsB: IPointLike[] | IPointLike,\n ratio: number\n): IPointLike[] {\n if (!pointsA || !pointsB) {\n return [];\n } // 需要传入pointsA和pointsB\n if (!Array.isArray(pointsA)) {\n pointsA = [pointsA];\n }\n if (!Array.isArray(pointsB)) {\n pointsB = [pointsB];\n }\n\n let points: IPointLike[] = [];\n if (pointsA.length > pointsB.length) {\n // 如果变短了,那么后面点的直接clip\n points = pointsB.map(point => {\n const p = new Point(point.x, point.y, point.x1, point.y1);\n p.defined = point.defined;\n return p;\n });\n for (let i = 0; i < pointsB.length; i++) {\n points[i] = pointInterpolation(pointsA[i], pointsB[i], ratio);\n }\n } else {\n // 如果变长了,加上后面的点\n points = pointsB.map(point => {\n const p = new Point(point.x, point.y, point.x1, point.y1);\n p.defined = point.defined;\n return p;\n });\n for (let i = 0; i < pointsA.length; i++) {\n points[i] = pointInterpolation(pointsA[i], pointsB[i], ratio);\n }\n }\n return points;\n}\n\nexport function getAttributeFromDefaultAttrList(attr: Record<string, any> | Record<string, any>[], key: string) {\n if (isArray(attr)) {\n let val;\n for (let i = 0; i < attr.length && val === undefined; i++) {\n val = attr[i][key];\n }\n return val;\n }\n return attr[key];\n}\n\nexport class RafBasedSTO {\n static TimeOut = 1000 / 60;\n durations: number[];\n timeout: number;\n lastDate: number;\n durationsListThreshold: number;\n\n constructor(timeout: number = RafBasedSTO.TimeOut) {\n this.durations = [];\n this.timeout = timeout;\n this.lastDate = 0;\n this.durationsListThreshold = 30;\n }\n\n call(cb: FrameRequestCallback) {\n this.lastDate = Date.now();\n return setTimeout(\n () => {\n this.appendDuration(Date.now() - this.lastDate);\n cb(0);\n },\n this.timeout,\n true\n );\n }\n\n clear(h: number) {\n clearTimeout(h);\n }\n\n appendDuration(d: number) {\n this.durations.push(d);\n if (this.durations.length > this.durationsListThreshold) {\n this.durations.shift();\n }\n // 最多60fps, 最少30fps\n this.timeout = Math.min(\n Math.max(this.durations.reduce((a, b) => a + b, 0) / this.durations.length, 1000 / 60),\n 1000 / 30\n );\n }\n}\n\nexport const rafBasedSto = new RafBasedSTO();\n\nexport const _calculateLineHeight = (lineHeight: string | number, fontSize: number): number => {\n if (isString(lineHeight) && lineHeight[lineHeight.length - 1] === '%') {\n const scale = Number.parseFloat(lineHeight.substring(0, lineHeight.length - 1)) / 100;\n return fontSize * scale;\n }\n return lineHeight as number;\n};\n\nexport const calculateLineHeight = (lineHeight: string | number, fontSize: number): number => {\n const _lh = _calculateLineHeight(lineHeight, fontSize);\n return isNaN(_lh) ? _lh : Math.max(fontSize, _lh);\n};\n"]}
|
package/es/core/stage.js
CHANGED
|
@@ -110,8 +110,8 @@ export class Stage extends Group {
|
|
|
110
110
|
return this._ticker;
|
|
111
111
|
}
|
|
112
112
|
set ticker(ticker) {
|
|
113
|
-
this._ticker && this._ticker.removeListener("tick", this.afterTickCb),
|
|
114
|
-
this._ticker = ticker, this._ticker.on("tick", this.afterTickCb);
|
|
113
|
+
ticker.bindStage(this), this._ticker && this._ticker.removeListener("tick", this.afterTickCb),
|
|
114
|
+
ticker.addTimeline(this.timeline), this._ticker = ticker, this._ticker.on("tick", this.afterTickCb);
|
|
115
115
|
}
|
|
116
116
|
constructor(params = {}) {
|
|
117
117
|
var _a, _b;
|
|
@@ -129,7 +129,7 @@ export class Stage extends Group {
|
|
|
129
129
|
this.renderCount++, this._afterRender && this._afterRender(stage), this._afterNextRenderCbs && this._afterNextRenderCbs.forEach((cb => cb(stage))),
|
|
130
130
|
this._afterNextRenderCbs = null, this.tickedBeforeRender = !1;
|
|
131
131
|
}, this.afterTickCb = () => {
|
|
132
|
-
this.tickedBeforeRender = !0, "rendering" !== this.state && this.
|
|
132
|
+
this.tickedBeforeRender = !0, "rendering" !== this.state && this.renderNextFrame();
|
|
133
133
|
}, this.params = params, this.theme = new Theme, this.hooks = {
|
|
134
134
|
beforeRender: new SyncHook([ "stage" ]),
|
|
135
135
|
afterRender: new SyncHook([ "stage" ])
|
|
@@ -164,7 +164,7 @@ export class Stage extends Group {
|
|
|
164
164
|
initAnimate(params) {
|
|
165
165
|
var _a;
|
|
166
166
|
this.createTicker && this.createTimeline && (this._ticker = params.ticker || this.createTicker(this),
|
|
167
|
-
"performance" === (null === (_a = this.params.optimize) || void 0 === _a ? void 0 : _a.tickRenderMode) && this._ticker.setFPS(30),
|
|
167
|
+
this._ticker.bindStage(this), "performance" === (null === (_a = this.params.optimize) || void 0 === _a ? void 0 : _a.tickRenderMode) && this._ticker.setFPS(30),
|
|
168
168
|
this.timeline = this.createTimeline(), this._ticker.addTimeline(this.timeline),
|
|
169
169
|
this._ticker.on("tick", this.afterTickCb));
|
|
170
170
|
}
|
package/es/core/stage.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport { Bounds, Point, isString } from '@visactor/vutils';\nimport type {\n IGraphic,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight,\n ITicker,\n IRenderService,\n IPickerService,\n IPluginService,\n ISyncHook,\n IDrawContext,\n IWindow,\n ILayerService,\n ITimeline,\n IOptimizeType,\n LayerMode,\n PickResult,\n IPlugin\n} from '../interface';\nimport { VWindow } from './window';\nimport type { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { RenderService } from '../render';\nimport { Group } from '../graphic/group';\nimport { Theme } from '../graphic/theme';\nimport { PickerService } from '../picker/constants';\nimport { PluginService } from '../plugins/constants';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { AutoRefreshPlugin } from '../plugins/builtin-plugin/auto-refresh-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { SyncHook } from '../tapable';\nimport { LayerService } from './constants';\nimport { application } from '../application';\nimport { isBrowserEnv } from '../env-check';\nimport { Factory } from '../factory';\nimport { Graphic } from '../graphic';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\ntype IStageState = 'rendering' | 'normal';\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n declare state: IStageState;\n\n private _background: string | IColor;\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this.window.setViewBox(b);\n }\n get viewBox(): IAABBBounds {\n return this.window.getViewBox();\n }\n\n /**\n * @deprecated 不建议使用\n */\n get x(): number {\n return this.window.getViewBox().x1;\n }\n /**\n * @deprecated 不建议使用\n */\n set x(x: number) {\n const b = this.window.getViewBox();\n b.translate(x - b.x1, 0);\n this.window.setViewBox(b);\n }\n /**\n * @deprecated 不建议使用\n */\n get y(): number {\n return this.window.getViewBox().y1;\n }\n /**\n * @deprecated 不建议使用\n */\n set y(y: number) {\n const b = this.window.getViewBox();\n b.translate(0, y - b.y1);\n this.window.setViewBox(b);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this.window.getViewBox().width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this.window.getViewBox().height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n protected _ticker: ITicker;\n\n autoRender: boolean;\n autoRefresh: boolean;\n _enableLayout: boolean;\n htmlAttribute: boolean | string | any;\n reactAttribute: boolean | string | any;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n protected pickerService?: IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n private _eventSystem?: EventSystem;\n private get eventSystem(): EventSystem {\n return this._eventSystem;\n }\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n // 0: 正常渲染, > 0: 跳过隐藏canvas的渲染, < 0: 禁止渲染\n protected _skipRender?: number;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n protected interactiveLayer?: ILayer;\n protected supportInteractiveLayer: boolean;\n protected timeline: ITimeline;\n\n declare params: Partial<IStageParams>;\n\n // 是否在render之前执行了tick,如果没有执行,尝试执行tick用来应用动画属性,避免动画过程中随意赋值然后又调用同步render导致属性的突变\n // 第一次render不需要强行走动画\n protected tickedBeforeRender: boolean = true;\n\n // 随机分配一个rafId\n readonly rafId: number;\n\n get ticker() {\n return this._ticker;\n }\n\n set ticker(ticker: ITicker) {\n if (this._ticker) {\n this._ticker.removeListener('tick', this.afterTickCb);\n }\n ticker.addTimeline(this.timeline);\n this._ticker = ticker;\n this._ticker.on('tick', this.afterTickCb);\n }\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams> = {}) {\n super({});\n this.params = params;\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = application.global;\n if (!this.global.env && isBrowserEnv()) {\n // 如果是浏览器环境,默认设置env\n this.global.setEnv('browser');\n }\n this.window = container.get<IWindow>(VWindow);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.layerService = container.get<ILayerService>(LayerService);\n this.pluginService.active(this, params);\n\n this.window.create({\n width: params.width,\n height: params.height,\n viewBox: params.viewBox,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this.state = 'normal';\n this.renderCount = 0;\n this.tryInitEventSystem();\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n // this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n this.appendChild(this.layerService.createLayer(this, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n if (params.autoRefresh) {\n this.enableAutoRefresh();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n\n if (params.enableHtmlAttribute) {\n this.enableHtmlAttribute(params.enableHtmlAttribute);\n }\n if (params.ReactDOM) {\n this.enableReactAttribute(params.ReactDOM);\n }\n\n params.enableLayout && this.enableLayout();\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.supportInteractiveLayer = params.interactiveLayer !== false;\n if (!params.optimize) {\n params.optimize = {\n tickRenderMode: 'performance'\n };\n }\n this.optmize(params.optimize);\n // 如果背景是图片,触发加载图片操作\n if (params.background && isString(this._background) && this._background.includes('/')) {\n this.setAttributes({ background: this._background });\n }\n\n this.initAnimate(params);\n this.rafId = params.rafId ?? Math.floor(Math.random() * 6);\n }\n\n initAnimate(params: Partial<IStageParams>) {\n if ((this as any).createTicker && (this as any).createTimeline) {\n this._ticker = params.ticker || (this as any).createTicker(this);\n if (this.params.optimize?.tickRenderMode === 'performance') {\n this._ticker.setFPS(30);\n }\n this.timeline = (this as any).createTimeline();\n this._ticker.addTimeline(this.timeline);\n this._ticker.on('tick', this.afterTickCb);\n }\n }\n\n startAnimate() {\n if (this._ticker && this.timeline) {\n this._ticker.start();\n this.timeline.resume();\n }\n }\n\n pauseRender(sr: number = -1) {\n this._skipRender = sr;\n }\n\n resumeRender() {\n this._skipRender = 0;\n }\n\n protected tryInitEventSystem() {\n if (this.global.supportEvent && !this._eventSystem) {\n this._eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n supportsPointerEvents: this.params.supportsPointerEvents,\n supportsTouchEvents: this.params.supportsTouchEvents,\n ...this.params.event\n });\n }\n }\n\n preventRender(prevent: boolean) {\n if (prevent) {\n this._skipRender = -Infinity;\n } else {\n // 判断是否需要outRange优化\n if (this.params.optimize.skipRenderWithOutRange !== false) {\n this._skipRender = this.window.isVisible() ? 0 : 1;\n } else {\n this._skipRender = 0;\n }\n }\n }\n\n // 优化策略\n optmize(params: IOptimizeType) {\n this.optmizeRender(params.skipRenderWithOutRange);\n this.params.optimize = params;\n }\n\n // 优化渲染\n protected optmizeRender(skipRenderWithOutRange: boolean = false) {\n if (!skipRenderWithOutRange) {\n return;\n }\n // 不在视口内的时候,跳过渲染\n this._skipRender = this._skipRender < 0 ? this._skipRender : this.window.isVisible() ? 0 : 1;\n this.window.onVisibleChange(this._onVisibleChange);\n }\n\n protected _onVisibleChange = (visible: boolean) => {\n if (this._skipRender < 0) {\n return;\n }\n if (visible) {\n if (this.dirtyBounds) {\n const b = this.window.getViewBox();\n this.dirtyBounds.setValue(b.x1, b.y1, b.width(), b.height());\n }\n if (this._skipRender > 1) {\n this.renderNextFrame();\n }\n this._skipRender = 0;\n } else {\n this._skipRender = 1;\n }\n };\n\n getTimeline() {\n return this.timeline;\n }\n\n get3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2, z: 0, dx: 0, dy: 0, dz: 0 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n\n return {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const options3d = this.get3dOptions(options);\n const { light, center, camera, alpha, beta, fieldRatio, fieldDepth } = options3d;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerX = (center.x ?? this.width / 2) + (center.dx ?? 0);\n const centerY = (center.y ?? this.height / 2) + (center.dy ?? 0);\n const centerZ = (center.z ?? 0) + (center.dz ?? 0);\n const centerVec3: vec3 = [centerX, centerY, centerZ];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + centerX;\n cameraY = Math.sin(beta) + centerY;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n const DirectionalLight = Factory.getPlugin('DirectionalLight');\n\n if (DirectionalLight) {\n this.light = new DirectionalLight(dir, color, ambient);\n }\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n const OrthoCamera = Factory.getPlugin('OrthoCamera');\n if (OrthoCamera) {\n this.camera = new OrthoCamera(cameraParams);\n }\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n this.tickedBeforeRender = false;\n };\n\n protected afterTickCb = () => {\n this.tickedBeforeRender = true;\n // 性能模式不用立刻渲染\n this.state !== 'rendering' && this.render();\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n const ViewTransform3dPlugin = Factory.getPlugin('ViewTransform3dPlugin');\n\n if (ViewTransform3dPlugin) {\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableAutoRefresh() {\n if (this.autoRefresh) {\n return;\n }\n this.autoRefresh = true;\n this.pluginService.register(new AutoRefreshPlugin());\n }\n disableAutoRefresh() {\n if (!this.autoRefresh) {\n return;\n }\n this.autoRefresh = false;\n this.pluginService.findPluginsByName('AutoRefreshPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n } else {\n plugin.activate(this.pluginService);\n }\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableLayout() {\n if (this._enableLayout) {\n return;\n }\n this._enableLayout = true;\n\n const FlexLayoutPlugin = Factory.getPlugin('FlexLayoutPlugin');\n\n if (FlexLayoutPlugin) {\n this.pluginService.register(new FlexLayoutPlugin());\n }\n }\n disableLayout() {\n if (!this._enableLayout) {\n return;\n }\n this._enableLayout = false;\n this.pluginService.findPluginsByName('FlexLayoutPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableHtmlAttribute(container?: any) {\n if (this.htmlAttribute) {\n return;\n }\n const HtmlAttributePlugin = Factory.getPlugin('HtmlAttributePlugin');\n\n if (HtmlAttributePlugin) {\n this.htmlAttribute = container;\n this.pluginService.register(new HtmlAttributePlugin());\n }\n }\n disableHtmlAttribute() {\n if (!this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = false;\n this.pluginService.findPluginsByName('HtmlAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableReactAttribute(container?: any) {\n if (this.reactAttribute) {\n return;\n }\n const ReactAttributePlugin = Factory.getPlugin('ReactAttributePlugin');\n\n if (ReactAttributePlugin) {\n this.reactAttribute = container;\n this.pluginService.register(new ReactAttributePlugin());\n }\n }\n disableReactAttribute() {\n if (!this.reactAttribute) {\n return;\n }\n this.reactAttribute = false;\n this.pluginService.findPluginsByName('ReactAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n getPluginsByName(name: string): IPlugin[] {\n return this.pluginService.findPluginsByName(name);\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): IAABBBounds {\n const viewBox = this.window.getViewBox();\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string, layerMode?: LayerMode): ILayer {\n if (this.releaseStatus === 'released') {\n return;\n }\n // 创建一个默认layer图层\n const layer = this.layerService.createLayer(this, {\n main: false,\n layerMode,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n // const layer = new Layer(this, this.global, this.window, {\n // main: false,\n // canvasId\n // });\n // this.appendChild(layer);\n // return layer;\n }\n sortLayer(cb: (ILayer1: ILayer, layer2: ILayer) => number): void {\n const children = this.children;\n children.sort(cb);\n this.removeAllChild();\n children.forEach(c => {\n this.appendChild(c);\n });\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n tryInitInteractiveLayer() {\n if (this.releaseStatus === 'released') {\n return;\n }\n // TODO:顺序可能会存在问题\n // 支持交互层,且没有创建过,那就创建\n if (this.supportInteractiveLayer && !this.interactiveLayer) {\n this.interactiveLayer = this.createLayer();\n this.interactiveLayer.name = '_builtin_interactive';\n this.interactiveLayer.attribute.pickable = false;\n this.nextFrameRenderLayerSet.add(this.interactiveLayer as any); // to be fixed\n }\n // this.interactiveLayer.afterDraw(l => {\n // l.removeAllChild();\n // });\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.startAnimate();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (!this._skipRender) {\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n if (!this._skipRender) {\n this.renderLayerList(this.children as ILayer[]);\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n }\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected combineLayersToWindow() {\n // TODO 后续支持通用的渲染模型\n if (this.global.env === 'harmony') {\n const ctx = this.window.getContext().nativeContext;\n this.forEachChildren<ILayer>((layer, i) => {\n if (i > 0) {\n const image = layer\n .getNativeHandler()\n .getContext()\n .canvas.nativeCanvas.nativeCanvas._c.transferToImageBitmap();\n ctx.transferFromImageBitmap(image);\n }\n });\n }\n return;\n // this.forEach<ILayer>((layer, i) => {\n // layer.combineTo(this.window, {\n // clear: i === 0,\n // x: this.x,\n // y: this.y,\n // width: this.viewWidth,\n // height: this.viewHeight,\n // renderService: this.renderService,\n // background: layer === this.defaultLayer ? this.background : undefined,\n // updateBounds: !!this.dirtyBounds\n // });\n // });\n }\n\n renderNextFrame(layers?: ILayer[], force?: boolean): void {\n // render状态中调用的不会触发nextFrame,避免loop\n // if (this.state === 'rendering' && !force) {\n // console.log('abc');\n // return;\n // }\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getSpecifiedRequestAnimationFrame(this.rafId)(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.startAnimate();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (this.nextFrameRenderLayerSet.size && !this._skipRender) {\n this.hooks.beforeRender.call(this);\n if (!this._skipRender) {\n this.renderLayerList(Array.from(this.nextFrameRenderLayerSet.values()), this.lastRenderparams || {});\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n }\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected renderLayerList(layerList: ILayer[], params?: Partial<IDrawContext>) {\n const list: ILayer[] = [];\n // 只需要render main layer即可\n for (let i = 0; i < layerList.length; i++) {\n let l = layerList[i];\n if (l.layerMode === 'virtual') {\n l = l.getNativeHandler().mainHandler.layer;\n }\n if (!list.includes(l)) {\n list.push(l);\n }\n }\n list.forEach(layer => {\n // 记录当前的stamp,避免重复绘制layer(如果存在virtual layer)\n if (layer.renderCount > this.renderCount) {\n return;\n }\n layer.renderCount = this.renderCount + 1;\n\n if (layer === this.interactiveLayer) {\n // 交互层由于其特殊性,不使用dirtyBounds\n this.dirtyBounds && this.dirtyBounds.clear();\n }\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty()),\n viewBox: this.window.getViewBox(),\n transMatrix: this.window.getViewBoxTransform()\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n\n // 添加交互层渲染\n if (this.interactiveLayer && !layerList.includes(this.interactiveLayer)) {\n // 交互层由于其特殊性,不使用dirtyBounds\n this.dirtyBounds && this.dirtyBounds.clear();\n this.interactiveLayer.render(\n {\n renderService: this.renderService,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty()),\n viewBox: this.window.getViewBox(),\n transMatrix: this.window.getViewBoxTransform()\n },\n { renderStyle: this.renderStyle, ...params }\n );\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n if (this.releaseStatus === 'released') {\n return;\n }\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this.window.hasSubView()) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 设置camera\n // this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n this.camera && this.option3d && this.set3dOptions(this.option3d);\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number, rerender: boolean = true): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n\n rerender && this.render();\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): PickResult | false {\n if (this.releaseStatus === 'released') {\n return;\n }\n // 暂时不提供layer的pick\n const result = this.getPickerService().pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n\n this.hooks.beforeRender.unTap('constructor', this.beforeRender);\n this.hooks.afterRender.unTap('constructor', this.afterRender);\n\n this.eventSystem && this.eventSystem.release();\n this.layerService.releaseStage(this);\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n // 额外删除掉interactiveLayer的节点\n if (this.interactiveLayer) {\n this.interactiveLayer.forEachChildren((item: IGraphic) => {\n item.setStage && item.setStage(null, null);\n this.interactiveLayer.removeChild(item);\n });\n this.interactiveLayer.release();\n }\n this.window.release();\n this._ticker?.remTimeline(this?.timeline);\n this._ticker?.removeListener('tick', this.afterTickCb);\n this.renderService.renderTreeRoots = [];\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (this.releaseStatus === 'released') {\n return;\n }\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n getLayer(name: string): undefined | ILayer {\n const layer = this.children.filter(layer => layer.name === name);\n return layer[0] as ILayer;\n }\n\n renderTo(window: IWindow) {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n // ...params,\n renderService: this.renderService,\n viewBox: window.getViewBox(),\n transMatrix: window.getViewBoxTransform(),\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true, viewBox?: IAABBBounds): IWindow {\n if (this.releaseStatus === 'released') {\n return;\n }\n const window = container.get<IWindow>(VWindow);\n const x1 = viewBox ? -viewBox.x1 : 0;\n const y1 = viewBox ? -viewBox.y1 : 0;\n const x2 = viewBox ? viewBox.x2 : this.viewWidth;\n const y2 = viewBox ? viewBox.y2 : this.viewHeight;\n const width = viewBox ? viewBox.width() : this.viewWidth;\n const height = viewBox ? viewBox.height() : this.viewHeight;\n if (fullImage) {\n window.create({\n viewBox: { x1, y1, x2, y2 },\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n window.create({\n viewBox: { x1, y1, x2, y2 },\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n this.renderTo(window);\n return window;\n }\n\n toCanvas(fullImage: boolean = true, viewBox?: IAABBBounds): HTMLCanvasElement | null {\n if (this.releaseStatus === 'released') {\n return;\n }\n const window = this.renderToNewWindow(fullImage, viewBox);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode, 'ignore');\n }\n\n getCursor() {\n return this._cursor;\n }\n\n eventPointTransform(e: PointerEvent | WheelEvent | TouchEvent): { x: number; y: number } {\n const point = this.global.mapToCanvasPoint(e, this.window.getContext().canvas.nativeCanvas);\n\n return this.stage.window.pointTransform(point.x, point.y);\n }\n\n pauseTriggerEvent() {\n this._eventSystem && this._eventSystem.pauseTriggerEvent();\n }\n resumeTriggerEvent() {\n this._eventSystem && this._eventSystem.resumeTriggerEvent();\n }\n\n getPickerService() {\n if (!this.pickerService) {\n this.pickerService = container.get<IPickerService>(PickerService);\n }\n return this.pickerService;\n }\n}\n"]}
|
|
1
|
+
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type { IAABBBounds, IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';\nimport { Bounds, Point, isString } from '@visactor/vutils';\nimport type {\n IGraphic,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight,\n ITicker,\n IRenderService,\n IPickerService,\n IPluginService,\n ISyncHook,\n IDrawContext,\n IWindow,\n ILayerService,\n ITimeline,\n IOptimizeType,\n LayerMode,\n PickResult,\n IPlugin\n} from '../interface';\nimport { VWindow } from './window';\nimport type { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { RenderService } from '../render';\nimport { Group } from '../graphic/group';\nimport { Theme } from '../graphic/theme';\nimport { PickerService } from '../picker/constants';\nimport { PluginService } from '../plugins/constants';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { AutoRefreshPlugin } from '../plugins/builtin-plugin/auto-refresh-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { SyncHook } from '../tapable';\nimport { LayerService } from './constants';\nimport { application } from '../application';\nimport { isBrowserEnv } from '../env-check';\nimport { Factory } from '../factory';\nimport { Graphic } from '../graphic';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\ntype IStageState = 'rendering' | 'normal';\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n declare state: IStageState;\n\n private _background: string | IColor;\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this.window.setViewBox(b);\n }\n get viewBox(): IAABBBounds {\n return this.window.getViewBox();\n }\n\n /**\n * @deprecated 不建议使用\n */\n get x(): number {\n return this.window.getViewBox().x1;\n }\n /**\n * @deprecated 不建议使用\n */\n set x(x: number) {\n const b = this.window.getViewBox();\n b.translate(x - b.x1, 0);\n this.window.setViewBox(b);\n }\n /**\n * @deprecated 不建议使用\n */\n get y(): number {\n return this.window.getViewBox().y1;\n }\n /**\n * @deprecated 不建议使用\n */\n set y(y: number) {\n const b = this.window.getViewBox();\n b.translate(0, y - b.y1);\n this.window.setViewBox(b);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this.window.getViewBox().width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this.window.getViewBox().height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n protected _ticker: ITicker;\n\n autoRender: boolean;\n autoRefresh: boolean;\n _enableLayout: boolean;\n htmlAttribute: boolean | string | any;\n reactAttribute: boolean | string | any;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n protected pickerService?: IPickerService;\n readonly pluginService: IPluginService;\n readonly layerService: ILayerService;\n private _eventSystem?: EventSystem;\n private get eventSystem(): EventSystem {\n return this._eventSystem;\n }\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n // 0: 正常渲染, > 0: 跳过隐藏canvas的渲染, < 0: 禁止渲染\n protected _skipRender?: number;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n protected interactiveLayer?: ILayer;\n protected supportInteractiveLayer: boolean;\n protected timeline: ITimeline;\n\n declare params: Partial<IStageParams>;\n\n // 是否在render之前执行了tick,如果没有执行,尝试执行tick用来应用动画属性,避免动画过程中随意赋值然后又调用同步render导致属性的突变\n // 第一次render不需要强行走动画\n protected tickedBeforeRender: boolean = true;\n\n // 随机分配一个rafId\n readonly rafId: number;\n\n get ticker() {\n return this._ticker;\n }\n\n set ticker(ticker: ITicker) {\n ticker.bindStage(this);\n if (this._ticker) {\n this._ticker.removeListener('tick', this.afterTickCb);\n }\n ticker.addTimeline(this.timeline);\n this._ticker = ticker;\n this._ticker.on('tick', this.afterTickCb);\n }\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams> = {}) {\n super({});\n this.params = params;\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = application.global;\n if (!this.global.env && isBrowserEnv()) {\n // 如果是浏览器环境,默认设置env\n this.global.setEnv('browser');\n }\n this.window = container.get<IWindow>(VWindow);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.layerService = container.get<ILayerService>(LayerService);\n this.pluginService.active(this, params);\n\n this.window.create({\n width: params.width,\n height: params.height,\n viewBox: params.viewBox,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this.state = 'normal';\n this.renderCount = 0;\n this.tryInitEventSystem();\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n // this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n this.appendChild(this.layerService.createLayer(this, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n if (params.autoRefresh) {\n this.enableAutoRefresh();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n\n if (params.enableHtmlAttribute) {\n this.enableHtmlAttribute(params.enableHtmlAttribute);\n }\n if (params.ReactDOM) {\n this.enableReactAttribute(params.ReactDOM);\n }\n\n params.enableLayout && this.enableLayout();\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.supportInteractiveLayer = params.interactiveLayer !== false;\n if (!params.optimize) {\n params.optimize = {\n tickRenderMode: 'performance'\n };\n }\n this.optmize(params.optimize);\n // 如果背景是图片,触发加载图片操作\n if (params.background && isString(this._background) && this._background.includes('/')) {\n this.setAttributes({ background: this._background });\n }\n\n this.initAnimate(params);\n this.rafId = params.rafId ?? Math.floor(Math.random() * 6);\n }\n\n initAnimate(params: Partial<IStageParams>) {\n if ((this as any).createTicker && (this as any).createTimeline) {\n this._ticker = params.ticker || (this as any).createTicker(this);\n this._ticker.bindStage(this);\n if (this.params.optimize?.tickRenderMode === 'performance') {\n this._ticker.setFPS(30);\n }\n this.timeline = (this as any).createTimeline();\n this._ticker.addTimeline(this.timeline);\n this._ticker.on('tick', this.afterTickCb);\n }\n }\n\n startAnimate() {\n if (this._ticker && this.timeline) {\n this._ticker.start();\n this.timeline.resume();\n }\n }\n\n pauseRender(sr: number = -1) {\n this._skipRender = sr;\n }\n\n resumeRender() {\n this._skipRender = 0;\n }\n\n protected tryInitEventSystem() {\n if (this.global.supportEvent && !this._eventSystem) {\n this._eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n supportsPointerEvents: this.params.supportsPointerEvents,\n supportsTouchEvents: this.params.supportsTouchEvents,\n ...this.params.event\n });\n }\n }\n\n preventRender(prevent: boolean) {\n if (prevent) {\n this._skipRender = -Infinity;\n } else {\n // 判断是否需要outRange优化\n if (this.params.optimize.skipRenderWithOutRange !== false) {\n this._skipRender = this.window.isVisible() ? 0 : 1;\n } else {\n this._skipRender = 0;\n }\n }\n }\n\n // 优化策略\n optmize(params: IOptimizeType) {\n this.optmizeRender(params.skipRenderWithOutRange);\n this.params.optimize = params;\n }\n\n // 优化渲染\n protected optmizeRender(skipRenderWithOutRange: boolean = false) {\n if (!skipRenderWithOutRange) {\n return;\n }\n // 不在视口内的时候,跳过渲染\n this._skipRender = this._skipRender < 0 ? this._skipRender : this.window.isVisible() ? 0 : 1;\n this.window.onVisibleChange(this._onVisibleChange);\n }\n\n protected _onVisibleChange = (visible: boolean) => {\n if (this._skipRender < 0) {\n return;\n }\n if (visible) {\n if (this.dirtyBounds) {\n const b = this.window.getViewBox();\n this.dirtyBounds.setValue(b.x1, b.y1, b.width(), b.height());\n }\n if (this._skipRender > 1) {\n this.renderNextFrame();\n }\n this._skipRender = 0;\n } else {\n this._skipRender = 1;\n }\n };\n\n getTimeline() {\n return this.timeline;\n }\n\n get3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2, z: 0, dx: 0, dy: 0, dz: 0 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n\n return {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const options3d = this.get3dOptions(options);\n const { light, center, camera, alpha, beta, fieldRatio, fieldDepth } = options3d;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerX = (center.x ?? this.width / 2) + (center.dx ?? 0);\n const centerY = (center.y ?? this.height / 2) + (center.dy ?? 0);\n const centerZ = (center.z ?? 0) + (center.dz ?? 0);\n const centerVec3: vec3 = [centerX, centerY, centerZ];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + centerX;\n cameraY = Math.sin(beta) + centerY;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n const DirectionalLight = Factory.getPlugin('DirectionalLight');\n\n if (DirectionalLight) {\n this.light = new DirectionalLight(dir, color, ambient);\n }\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n const OrthoCamera = Factory.getPlugin('OrthoCamera');\n if (OrthoCamera) {\n this.camera = new OrthoCamera(cameraParams);\n }\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n this.tickedBeforeRender = false;\n };\n\n protected afterTickCb = () => {\n this.tickedBeforeRender = true;\n // 性能模式不用立刻渲染\n this.state !== 'rendering' && this.renderNextFrame();\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n const ViewTransform3dPlugin = Factory.getPlugin('ViewTransform3dPlugin');\n\n if (ViewTransform3dPlugin) {\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableAutoRefresh() {\n if (this.autoRefresh) {\n return;\n }\n this.autoRefresh = true;\n this.pluginService.register(new AutoRefreshPlugin());\n }\n disableAutoRefresh() {\n if (!this.autoRefresh) {\n return;\n }\n this.autoRefresh = false;\n this.pluginService.findPluginsByName('AutoRefreshPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n } else {\n plugin.activate(this.pluginService);\n }\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableLayout() {\n if (this._enableLayout) {\n return;\n }\n this._enableLayout = true;\n\n const FlexLayoutPlugin = Factory.getPlugin('FlexLayoutPlugin');\n\n if (FlexLayoutPlugin) {\n this.pluginService.register(new FlexLayoutPlugin());\n }\n }\n disableLayout() {\n if (!this._enableLayout) {\n return;\n }\n this._enableLayout = false;\n this.pluginService.findPluginsByName('FlexLayoutPlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableHtmlAttribute(container?: any) {\n if (this.htmlAttribute) {\n return;\n }\n const HtmlAttributePlugin = Factory.getPlugin('HtmlAttributePlugin');\n\n if (HtmlAttributePlugin) {\n this.htmlAttribute = container;\n this.pluginService.register(new HtmlAttributePlugin());\n }\n }\n disableHtmlAttribute() {\n if (!this.htmlAttribute) {\n return;\n }\n this.htmlAttribute = false;\n this.pluginService.findPluginsByName('HtmlAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n enableReactAttribute(container?: any) {\n if (this.reactAttribute) {\n return;\n }\n const ReactAttributePlugin = Factory.getPlugin('ReactAttributePlugin');\n\n if (ReactAttributePlugin) {\n this.reactAttribute = container;\n this.pluginService.register(new ReactAttributePlugin());\n }\n }\n disableReactAttribute() {\n if (!this.reactAttribute) {\n return;\n }\n this.reactAttribute = false;\n this.pluginService.findPluginsByName('ReactAttributePlugin').forEach(plugin => {\n this.pluginService.unRegister(plugin);\n });\n }\n\n getPluginsByName(name: string): IPlugin[] {\n return this.pluginService.findPluginsByName(name);\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): IAABBBounds {\n const viewBox = this.window.getViewBox();\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string, layerMode?: LayerMode): ILayer {\n if (this.releaseStatus === 'released') {\n return;\n }\n // 创建一个默认layer图层\n const layer = this.layerService.createLayer(this, {\n main: false,\n layerMode,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n // const layer = new Layer(this, this.global, this.window, {\n // main: false,\n // canvasId\n // });\n // this.appendChild(layer);\n // return layer;\n }\n sortLayer(cb: (ILayer1: ILayer, layer2: ILayer) => number): void {\n const children = this.children;\n children.sort(cb);\n this.removeAllChild();\n children.forEach(c => {\n this.appendChild(c);\n });\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n tryInitInteractiveLayer() {\n if (this.releaseStatus === 'released') {\n return;\n }\n // TODO:顺序可能会存在问题\n // 支持交互层,且没有创建过,那就创建\n if (this.supportInteractiveLayer && !this.interactiveLayer) {\n this.interactiveLayer = this.createLayer();\n this.interactiveLayer.name = '_builtin_interactive';\n this.interactiveLayer.attribute.pickable = false;\n this.nextFrameRenderLayerSet.add(this.interactiveLayer as any); // to be fixed\n }\n // this.interactiveLayer.afterDraw(l => {\n // l.removeAllChild();\n // });\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.startAnimate();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (!this._skipRender) {\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n if (!this._skipRender) {\n this.renderLayerList(this.children as ILayer[]);\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n }\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected combineLayersToWindow() {\n // TODO 后续支持通用的渲染模型\n if (this.global.env === 'harmony') {\n const ctx = this.window.getContext().nativeContext;\n this.forEachChildren<ILayer>((layer, i) => {\n if (i > 0) {\n const image = layer\n .getNativeHandler()\n .getContext()\n .canvas.nativeCanvas.nativeCanvas._c.transferToImageBitmap();\n ctx.transferFromImageBitmap(image);\n }\n });\n }\n return;\n // this.forEach<ILayer>((layer, i) => {\n // layer.combineTo(this.window, {\n // clear: i === 0,\n // x: this.x,\n // y: this.y,\n // width: this.viewWidth,\n // height: this.viewHeight,\n // renderService: this.renderService,\n // background: layer === this.defaultLayer ? this.background : undefined,\n // updateBounds: !!this.dirtyBounds\n // });\n // });\n }\n\n renderNextFrame(layers?: ILayer[], force?: boolean): void {\n // render状态中调用的不会触发nextFrame,避免loop\n // if (this.state === 'rendering' && !force) {\n // console.log('abc');\n // return;\n // }\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getSpecifiedRequestAnimationFrame(this.rafId)(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.startAnimate();\n const state = this.state;\n this.state = 'rendering';\n this.layerService.prepareStageLayer(this);\n if (this.nextFrameRenderLayerSet.size && !this._skipRender) {\n this.hooks.beforeRender.call(this);\n if (!this._skipRender) {\n this.renderLayerList(Array.from(this.nextFrameRenderLayerSet.values()), this.lastRenderparams || {});\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n }\n this.hooks.afterRender.call(this);\n }\n this.state = state;\n this._skipRender && this._skipRender++;\n }\n\n protected renderLayerList(layerList: ILayer[], params?: Partial<IDrawContext>) {\n const list: ILayer[] = [];\n // 只需要render main layer即可\n for (let i = 0; i < layerList.length; i++) {\n let l = layerList[i];\n if (l.layerMode === 'virtual') {\n l = l.getNativeHandler().mainHandler.layer;\n }\n if (!list.includes(l)) {\n list.push(l);\n }\n }\n list.forEach(layer => {\n // 记录当前的stamp,避免重复绘制layer(如果存在virtual layer)\n if (layer.renderCount > this.renderCount) {\n return;\n }\n layer.renderCount = this.renderCount + 1;\n\n if (layer === this.interactiveLayer) {\n // 交互层由于其特殊性,不使用dirtyBounds\n this.dirtyBounds && this.dirtyBounds.clear();\n }\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty()),\n viewBox: this.window.getViewBox(),\n transMatrix: this.window.getViewBoxTransform()\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n\n // 添加交互层渲染\n if (this.interactiveLayer && !layerList.includes(this.interactiveLayer)) {\n // 交互层由于其特殊性,不使用dirtyBounds\n this.dirtyBounds && this.dirtyBounds.clear();\n this.interactiveLayer.render(\n {\n renderService: this.renderService,\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty()),\n viewBox: this.window.getViewBox(),\n transMatrix: this.window.getViewBoxTransform()\n },\n { renderStyle: this.renderStyle, ...params }\n );\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n if (this.releaseStatus === 'released') {\n return;\n }\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this.window.hasSubView()) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 设置camera\n // this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n this.camera && this.option3d && this.set3dOptions(this.option3d);\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number, rerender: boolean = true): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n\n rerender && this.render();\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): PickResult | false {\n if (this.releaseStatus === 'released') {\n return;\n }\n // 暂时不提供layer的pick\n const result = this.getPickerService().pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n\n this.hooks.beforeRender.unTap('constructor', this.beforeRender);\n this.hooks.afterRender.unTap('constructor', this.afterRender);\n\n this.eventSystem && this.eventSystem.release();\n this.layerService.releaseStage(this);\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n // 额外删除掉interactiveLayer的节点\n if (this.interactiveLayer) {\n this.interactiveLayer.forEachChildren((item: IGraphic) => {\n item.setStage && item.setStage(null, null);\n this.interactiveLayer.removeChild(item);\n });\n this.interactiveLayer.release();\n }\n this.window.release();\n this._ticker?.remTimeline(this?.timeline);\n this._ticker?.removeListener('tick', this.afterTickCb);\n this.renderService.renderTreeRoots = [];\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (this.releaseStatus === 'released') {\n return;\n }\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n getLayer(name: string): undefined | ILayer {\n const layer = this.children.filter(layer => layer.name === name);\n return layer[0] as ILayer;\n }\n\n renderTo(window: IWindow) {\n if (this.releaseStatus === 'released') {\n return;\n }\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n // ...params,\n renderService: this.renderService,\n viewBox: window.getViewBox(),\n transMatrix: window.getViewBoxTransform(),\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!(this.dirtyBounds && !this.dirtyBounds.empty())\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true, viewBox?: IAABBBounds): IWindow {\n if (this.releaseStatus === 'released') {\n return;\n }\n const window = container.get<IWindow>(VWindow);\n const x1 = viewBox ? -viewBox.x1 : 0;\n const y1 = viewBox ? -viewBox.y1 : 0;\n const x2 = viewBox ? viewBox.x2 : this.viewWidth;\n const y2 = viewBox ? viewBox.y2 : this.viewHeight;\n const width = viewBox ? viewBox.width() : this.viewWidth;\n const height = viewBox ? viewBox.height() : this.viewHeight;\n if (fullImage) {\n window.create({\n viewBox: { x1, y1, x2, y2 },\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n window.create({\n viewBox: { x1, y1, x2, y2 },\n width,\n height,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n this.renderTo(window);\n return window;\n }\n\n toCanvas(fullImage: boolean = true, viewBox?: IAABBBounds): HTMLCanvasElement | null {\n if (this.releaseStatus === 'released') {\n return;\n }\n const window = this.renderToNewWindow(fullImage, viewBox);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode, 'ignore');\n }\n\n getCursor() {\n return this._cursor;\n }\n\n eventPointTransform(e: PointerEvent | WheelEvent | TouchEvent): { x: number; y: number } {\n const point = this.global.mapToCanvasPoint(e, this.window.getContext().canvas.nativeCanvas);\n\n return this.stage.window.pointTransform(point.x, point.y);\n }\n\n pauseTriggerEvent() {\n this._eventSystem && this._eventSystem.pauseTriggerEvent();\n }\n resumeTriggerEvent() {\n this._eventSystem && this._eventSystem.resumeTriggerEvent();\n }\n\n getPickerService() {\n if (!this.pickerService) {\n this.pickerService = container.get<IPickerService>(PickerService);\n }\n return this.pickerService;\n }\n}\n"]}
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