@visactor/vrender-core 1.0.0-alpha.5 → 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/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/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 +12277 -12107
- 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/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/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 +1 -1
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value: !0
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}), exports.bezierCurversToPath = exports.applyTransformOnBezierCurves = exports.pathToBezierCurves = exports.alignBezierCurves = exports.findBestMorphingRotation = exports.centroidOfSubpath = exports.alignSubpath = exports.cubicSubdivide = void 0;
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const custom_path2d_1 = require("./custom-path2d");
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function cubicSubdivide(p0, p1, p2, p3, t, out) {
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const p01 = (p1 - p0) * t + p0, p12 = (p2 - p1) * t + p1, p23 = (p3 - p2) * t + p2, p012 = (p12 - p01) * t + p01, p123 = (p23 - p12) * t + p12, p0123 = (p123 - p012) * t + p012;
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return [ newArray1, newArray2 ];
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exports.cubicSubdivide = cubicSubdivide, exports.alignSubpath = alignSubpath, exports.centroidOfSubpath = centroidOfSubpath,
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exports.findBestMorphingRotation = findBestMorphingRotation, exports.alignBezierCurves = alignBezierCurves;
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const addLineToBezierPath = (bezierPath, x0, y0, x1, y1) => {
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(0, vutils_1.isNumberClose)(x0, x1) && (0, vutils_1.isNumberClose)(y0, y1) || bezierPath.push(x0, y0, x1, y1, x1, y1);
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};
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case path_svg_1.enumCommandMap.A:
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{
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const cx = cmd[1], cy = cmd[2], rx = cmd[3], ry = rx, startAngle = cmd[4], endAngle = cmd[5], counterClockwise = !!cmd[6];
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x1 = Math.cos(startAngle) * rx + cx, y1 = Math.sin(startAngle) * rx + cy, isFirst ? (x0 = x1,
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y0 = y1, createNewSubpath(x0, y0)) : addLineToBezierPath(currentSubpath, xi, yi, x1, y1),
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xi = Math.cos(endAngle) * rx + cx, yi = Math.sin(endAngle) * rx + cy;
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for (let angle = startAngle; counterClockwise ? angle > endAngle : angle < endAngle; angle += step) {
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const nextAngle = counterClockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);
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(0, arc_1.addArcToBezierPath)(currentSubpath, angle, nextAngle, cx, cy, rx, ry);
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}
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{
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const cx = cmd[1], cy = cmd[2], rx = cmd[3], ry = cmd[4], rotate = cmd[5], startAngle = cmd[6], endAngle = cmd[7] + startAngle, anticlockwise = !!cmd[8], hasRotate = !(0,
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vutils_1.isNumberClose)(rotate, 0), rc = Math.cos(rotate), rs = Math.sin(rotate);
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let xTemp = Math.cos(startAngle) * rx, yTemp = Math.sin(startAngle) * ry;
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y1 = yTemp + cy), isFirst ? (x0 = x1, y0 = y1, createNewSubpath(x0, y0)) : addLineToBezierPath(currentSubpath, xi, yi, x1, y1),
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currentSubpath[j] = (xTemp - cx) * rc - (yTemp - cy) * rs + cx, currentSubpath[j + 1] = (xTemp - cx) * rs + (yTemp - cy) * rc + cy;
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case path_svg_1.enumCommandMap.R:
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addLineToBezierPath(currentSubpath, x0, y1, x0, y0), addLineToBezierPath(currentSubpath, x0, y0, x1, y0);
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case path_svg_1.enumCommandMap.AT:
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{
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const tx1 = cmd[1], ty1 = cmd[2], tx2 = cmd[3], ty2 = cmd[4], r = cmd[5], dis1 = vutils_1.PointService.distancePP({
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}, {
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-
x: tx1,
|
|
223
|
-
y: ty1
|
|
224
|
-
}), dis2 = vutils_1.PointService.distancePP({
|
|
225
|
-
x: tx2,
|
|
226
|
-
y: ty2
|
|
227
|
-
}, {
|
|
228
|
-
x: tx1,
|
|
229
|
-
y: ty1
|
|
230
|
-
}), theta = ((xi - tx1) * (tx2 - tx1) + (yi - ty1) * (ty2 - ty1)) / (dis1 * dis2), dis = r / Math.sin(theta / 2), midX = (xi + tx2 - 2 * tx1) / 2, midY = (yi + ty2 - 2 * ty1) / 2, midLen = vutils_1.PointService.distancePP({
|
|
231
|
-
x: midX,
|
|
232
|
-
y: midY
|
|
233
|
-
}, {
|
|
234
|
-
x: 0,
|
|
235
|
-
y: 0
|
|
236
|
-
}), cx = tx1 + dis * midX / midLen, cy = tx2 + dis * midY / midLen, disP = Math.sqrt(dis * dis - r * r);
|
|
237
|
-
x0 = tx1 + disP * (xi - tx1) / dis1, y0 = ty1 + disP * (yi - ty1) / dis1, addLineToBezierPath(currentSubpath, xi, yi, x0, y0),
|
|
238
|
-
xi = tx1 + disP * (tx2 - tx1) / dis2, yi = ty1 + disP * (ty2 - ty1) / dis2;
|
|
239
|
-
const startAngle = (0, vutils_1.getAngleByPoint)({
|
|
240
|
-
x: cx,
|
|
241
|
-
y: cy
|
|
242
|
-
}, {
|
|
243
|
-
x: x0,
|
|
244
|
-
y: y0
|
|
245
|
-
}), endAngle = (0, vutils_1.getAngleByPoint)({
|
|
246
|
-
x: cx,
|
|
247
|
-
y: cy
|
|
248
|
-
}, {
|
|
249
|
-
x: xi,
|
|
250
|
-
y: yi
|
|
251
|
-
});
|
|
252
|
-
(0, arc_1.addArcToBezierPath)(currentSubpath, startAngle, endAngle, cx, cy, r, r);
|
|
253
|
-
break;
|
|
254
|
-
}
|
|
255
|
-
|
|
256
|
-
case path_svg_1.enumCommandMap.Z:
|
|
257
|
-
currentSubpath && addLineToBezierPath(currentSubpath, xi, yi, x0, y0), xi = x0,
|
|
258
|
-
yi = y0;
|
|
138
|
+
const tempPath = new custom_path2d_1.CustomPath2D, svgPathString = path.toString();
|
|
139
|
+
if (!svgPathString) return [];
|
|
140
|
+
tempPath.fromString(svgPathString);
|
|
141
|
+
const curves = tempPath.tryBuildCurves();
|
|
142
|
+
if (!curves || 0 === curves.length) return [];
|
|
143
|
+
const bezierSubpaths = [];
|
|
144
|
+
let currentSubpath = null;
|
|
145
|
+
currentSubpath = [];
|
|
146
|
+
let firstX = 0, firstY = 0, lastX = 0, lastY = 0, isSubpathStart = !0, isPathClosed = !1;
|
|
147
|
+
for (let i = 0; i < curves.length; i++) {
|
|
148
|
+
const curve = curves[i];
|
|
149
|
+
if (isSubpathStart && (firstX = curve.p0.x, firstY = curve.p0.y, lastX = firstX,
|
|
150
|
+
lastY = firstY, currentSubpath = [ firstX, firstY ], bezierSubpaths.push(currentSubpath),
|
|
151
|
+
isSubpathStart = !1), curve.p1 && curve.p2 && curve.p3) currentSubpath.push(curve.p1.x, curve.p1.y, curve.p2.x, curve.p2.y, curve.p3.x, curve.p3.y),
|
|
152
|
+
lastX = curve.p3.x, lastY = curve.p3.y; else if (curve.p1 && curve.p2) {
|
|
153
|
+
const x1 = curve.p1.x, y1 = curve.p1.y, x2 = curve.p2.x, y2 = curve.p2.y;
|
|
154
|
+
currentSubpath.push(lastX + 2 / 3 * (x1 - lastX), lastY + 2 / 3 * (y1 - lastY), x2 + 2 / 3 * (x1 - x2), y2 + 2 / 3 * (y1 - y2), x2, y2),
|
|
155
|
+
lastX = x2, lastY = y2;
|
|
156
|
+
} else if (curve.p1) {
|
|
157
|
+
const endX = curve.p1.x, endY = curve.p1.y;
|
|
158
|
+
Math.abs(lastX - endX) < 1e-10 && Math.abs(lastY - endY) < 1e-10 || currentSubpath.push(lastX, lastY, endX, endY, endX, endY),
|
|
159
|
+
lastX = endX, lastY = endY;
|
|
160
|
+
}
|
|
161
|
+
if (i === curves.length - 1 && Math.abs(lastX - firstX) < 1e-10 && Math.abs(lastY - firstY) < 1e-10 && (isPathClosed = !0),
|
|
162
|
+
i < curves.length - 1) {
|
|
163
|
+
const nextCurve = curves[i + 1];
|
|
164
|
+
(Math.abs(lastX - nextCurve.p0.x) > 1e-10 || Math.abs(lastY - nextCurve.p0.y) > 1e-10) && (isSubpathStart = !0);
|
|
259
165
|
}
|
|
260
166
|
}
|
|
261
|
-
|
|
262
|
-
|
|
167
|
+
const validSubpaths = bezierSubpaths.filter((subpath => subpath.length > 2));
|
|
168
|
+
return 1 === validSubpaths.length ? [ validSubpaths[0] ] : validSubpaths;
|
|
263
169
|
}
|
|
264
170
|
|
|
265
171
|
function applyTransformOnBezierCurves(bezierCurves, martrix) {
|
|
@@ -290,6 +196,8 @@ function bezierCurversToPath(bezierCurves) {
|
|
|
290
196
|
return path;
|
|
291
197
|
}
|
|
292
198
|
|
|
199
|
+
exports.cubicSubdivide = cubicSubdivide, exports.alignSubpath = alignSubpath, exports.centroidOfSubpath = centroidOfSubpath,
|
|
200
|
+
exports.findBestMorphingRotation = findBestMorphingRotation, exports.alignBezierCurves = alignBezierCurves,
|
|
293
201
|
exports.pathToBezierCurves = pathToBezierCurves, exports.applyTransformOnBezierCurves = applyTransformOnBezierCurves,
|
|
294
202
|
exports.bezierCurversToPath = bezierCurversToPath;
|
|
295
203
|
//# sourceMappingURL=morphing-utils.js.map
|
|
@@ -1 +1 @@
|
|
|
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/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { IMatrix } from '@visactor/vutils';\nimport { getAngleByPoint, isNumberClose, PointService } from '@visactor/vutils';\nimport type { ICustomPath2D } from '../interface';\nimport { CustomPath2D } from './custom-path2d';\nimport { enumCommandMap } from './path-svg';\nimport { addArcToBezierPath } from './shape/arc';\n\nexport function cubicSubdivide(p0: number, p1: number, p2: number, p3: number, t: number, out: number[]) {\n const p01 = (p1 - p0) * t + p0;\n const p12 = (p2 - p1) * t + p1;\n const p23 = (p3 - p2) * t + p2;\n\n const p012 = (p12 - p01) * t + p01;\n const p123 = (p23 - p12) * t + p12;\n\n const p0123 = (p123 - p012) * t + p012;\n // Seg0\n out[0] = p0;\n out[1] = p01;\n out[2] = p012;\n out[3] = p0123;\n // Seg1\n out[4] = p0123;\n out[5] = p123;\n out[6] = p23;\n out[7] = p3;\n}\n\nexport function alignSubpath(subpath1: number[], subpath2: number[]): [number[], number[]] {\n const len1 = subpath1.length;\n const len2 = subpath2.length;\n if (len1 === len2) {\n return [subpath1, subpath2];\n }\n const tmpSegX: number[] = [];\n const tmpSegY: number[] = [];\n\n const shorterPath = len1 < len2 ? subpath1 : subpath2;\n const shorterLen = Math.min(len1, len2);\n // Should divide excatly\n const diff = Math.abs(len2 - len1) / 6;\n const shorterBezierCount = (shorterLen - 2) / 6;\n // Add `diff` number of beziers\n const eachCurveSubDivCount = Math.ceil(diff / shorterBezierCount);\n\n const newSubpath = [shorterPath[0], shorterPath[1]];\n let remained = diff;\n\n for (let i = 2; i < shorterLen; i += 6) {\n let x0 = shorterPath[i - 2];\n let y0 = shorterPath[i - 1];\n let x1 = shorterPath[i];\n let y1 = shorterPath[i + 1];\n let x2 = shorterPath[i + 2];\n let y2 = 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[newSubpath, subpath2] : [subpath1, newSubpath];\n}\n\nfunction createSubpath(lastSubpath: number[], otherSubpath: number[]) {\n const prevSubPath = lastSubpath || otherSubpath;\n const len = prevSubPath.length;\n const lastX = prevSubPath[len - 2];\n const lastY = prevSubPath[len - 1];\n\n const newSubpath: number[] = [];\n for (let i = 0; i < otherSubpath.length; i += 2) {\n newSubpath[i] = lastX;\n newSubpath[i + 1] = lastY;\n }\n return newSubpath;\n}\n\nfunction reverseSubpath(array: number[]) {\n const newArr: number[] = [];\n const len = array.length;\n for (let i = 0; i < len; i += 2) {\n newArr[i] = array[len - i - 2];\n newArr[i + 1] = array[len - i - 1];\n }\n return newArr;\n}\n/**\n * 用于计算内部不相交的多边形中心点\n */\nexport function centroidOfSubpath(array: number[]) {\n // https://en.wikipedia.org/wiki/Centroid#Of_a_polygon\n let signedArea = 0;\n let cx = 0;\n let cy = 0;\n const len = array.length;\n // Polygon should been closed.\n for (let i = 0, j = len - 2; i < len; j = i, i += 2) {\n const x0 = array[j];\n const y0 = array[j + 1];\n const x1 = array[i];\n const y1 = array[i + 1];\n const a = x0 * y1 - x1 * y0;\n signedArea += a;\n cx += (x0 + x1) * a;\n cy += (y0 + y1) * a;\n }\n\n if (signedArea === 0) {\n return [array[0] || 0, array[1] || 0, 0];\n }\n\n return [cx / signedArea / 3, cy / signedArea / 3, signedArea];\n}\n\n/**\n * 针对闭合的曲线,查找最适合的旋转offset\n */\nfunction findBestRotationOffset(fromSubBeziers: number[], toSubBeziers: number[], fromCp: number[], toCp: number[]) {\n const bezierCount = (fromSubBeziers.length - 2) / 6;\n let bestScore = Infinity;\n let bestOffset = 0;\n\n const len = fromSubBeziers.length;\n const len2 = len - 2;\n\n for (let offset = 0; offset < bezierCount; offset++) {\n const cursorOffset = offset * 6;\n let score = 0;\n\n for (let k = 0; k < len; k += 2) {\n const idx = k === 0 ? cursorOffset : ((cursorOffset + k - 2) % len2) + 2;\n\n const x0 = fromSubBeziers[idx] - fromCp[0];\n const y0 = fromSubBeziers[idx + 1] - fromCp[1];\n const x1 = toSubBeziers[k] - toCp[0];\n const y1 = toSubBeziers[k + 1] - toCp[1];\n\n const dx = x1 - x0;\n const dy = y1 - y0;\n score += dx * dx + dy * dy;\n }\n if (score < bestScore) {\n bestScore = score;\n bestOffset = offset;\n }\n }\n\n return bestOffset;\n}\n\n/**\n * If we interpolating between two bezier curve arrays.\n * It will have many broken effects during the transition.\n * So we try to apply an extra rotation which can make each bezier curve morph as small as possible.\n */\nexport function findBestMorphingRotation(\n fromArr: number[][],\n toArr: number[][],\n searchAngleIteration: number,\n searchAngleRange: number\n) {\n const result = [];\n\n let fromNeedsReverse: boolean;\n\n for (let i = 0; i < fromArr.length; i++) {\n let fromSubpathBezier = fromArr[i];\n const toSubpathBezier = toArr[i];\n\n const fromCp = centroidOfSubpath(fromSubpathBezier);\n const toCp = centroidOfSubpath(toSubpathBezier);\n\n if (fromNeedsReverse == null) {\n // Reverse from array if two have different directions.\n // Determine the clockwise based on the first subpath.\n // Reverse all subpaths or not. Avoid winding rule changed.\n fromNeedsReverse = fromCp[2] < 0 !== toCp[2] < 0;\n }\n\n const newFromSubpathBezier: number[] = [];\n const newToSubpathBezier: number[] = [];\n let bestAngle = 0;\n let bestScore = Infinity;\n const tmpArr: number[] = [];\n\n const len = fromSubpathBezier.length;\n if (fromNeedsReverse) {\n // Make sure clockwise\n fromSubpathBezier = reverseSubpath(fromSubpathBezier);\n }\n const offset = findBestRotationOffset(fromSubpathBezier, toSubpathBezier, fromCp, toCp) * 6;\n\n const len2 = len - 2;\n\n for (let k = 0; k < len2; k += 2) {\n // Not include the start point.\n const idx = ((offset + k) % len2) + 2;\n newFromSubpathBezier[k + 2] = fromSubpathBezier[idx] - fromCp[0];\n newFromSubpathBezier[k + 3] = fromSubpathBezier[idx + 1] - fromCp[1];\n }\n newFromSubpathBezier[0] = fromSubpathBezier[offset] - fromCp[0];\n newFromSubpathBezier[1] = fromSubpathBezier[offset + 1] - fromCp[1];\n\n if (searchAngleIteration > 0) {\n const step = searchAngleRange / searchAngleIteration;\n for (let angle = -searchAngleRange / 2; angle <= searchAngleRange / 2; angle += step) {\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n let score = 0;\n\n for (let k = 0; k < fromSubpathBezier.length; k += 2) {\n const x0 = newFromSubpathBezier[k];\n const y0 = newFromSubpathBezier[k + 1];\n const x1 = toSubpathBezier[k] - toCp[0];\n const y1 = toSubpathBezier[k + 1] - toCp[1];\n\n // Apply rotation on the target point.\n const newX1 = x1 * ca - y1 * sa;\n const newY1 = x1 * sa + y1 * ca;\n\n tmpArr[k] = newX1;\n tmpArr[k + 1] = newY1;\n\n const dx = newX1 - x0;\n const dy = newY1 - y0;\n\n // Use dot product to have min direction change.\n // const d = Math.sqrt(x0 * x0 + y0 * y0);\n // score += x0 * dx / d + y0 * dy / d;\n score += dx * dx + dy * dy;\n }\n\n if (score < bestScore) {\n bestScore = score;\n bestAngle = angle;\n // Copy.\n for (let m = 0; m < tmpArr.length; m++) {\n newToSubpathBezier[m] = tmpArr[m];\n }\n }\n }\n } else {\n for (let i = 0; i < len; i += 2) {\n newToSubpathBezier[i] = toSubpathBezier[i] - toCp[0];\n newToSubpathBezier[i + 1] = toSubpathBezier[i + 1] - toCp[1];\n }\n }\n\n result.push({\n from: newFromSubpathBezier,\n to: newToSubpathBezier,\n fromCp,\n toCp,\n rotation: -bestAngle\n });\n }\n return result;\n}\n\n/**\n * Make two bezier arrays aligns on structure. To have better animation.\n *\n * It will:\n * Make two bezier arrays have same number of subpaths.\n * Make each subpath has equal number of bezier curves.\n *\n * array is the convert result of pathToBezierCurves.\n */\nexport function alignBezierCurves(array1: number[][], array2: number[][]) {\n let lastSubpath1;\n let lastSubpath2;\n\n const newArray1 = [];\n const newArray2 = [];\n\n for (let i = 0; i < Math.max(array1.length, array2.length); i++) {\n const subpath1 = array1[i];\n const subpath2 = array2[i];\n\n let newSubpath1;\n let newSubpath2;\n\n if (!subpath1) {\n newSubpath1 = createSubpath(lastSubpath1, subpath2);\n newSubpath2 = subpath2;\n } else if (!subpath2) {\n newSubpath2 = createSubpath(lastSubpath2, subpath1);\n newSubpath1 = subpath1;\n } else {\n [newSubpath1, newSubpath2] = alignSubpath(subpath1, subpath2);\n lastSubpath1 = newSubpath1;\n lastSubpath2 = newSubpath2;\n }\n\n newArray1.push(newSubpath1);\n newArray2.push(newSubpath2);\n }\n\n return [newArray1, newArray2];\n}\n\nconst addLineToBezierPath = (bezierPath: number[], x0: number, y0: number, x1: number, y1: number) => {\n if (!(isNumberClose(x0, x1) && isNumberClose(y0, y1))) {\n bezierPath.push(x0, y0, x1, y1, x1, y1);\n }\n};\n\nexport function pathToBezierCurves(path: ICustomPath2D): number[][] {\n const commandList = path.commandList;\n\n const bezierArrayGroups: number[][] = [];\n let currentSubpath: number[];\n\n // end point\n let xi: number = 0;\n let yi: number = 0;\n // start point\n let x0: number = 0;\n let y0: number = 0;\n\n const createNewSubpath = (x: number, y: number) => {\n // More than one M command\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n currentSubpath = [x, y];\n };\n\n // the first control point\n let x1: number;\n let y1: number;\n // the second control point\n let x2: number;\n let y2: number;\n\n for (let i = 0, len = commandList.length; i < len; i++) {\n const cmd = commandList[i];\n\n const isFirst = i === 0;\n\n if (isFirst) {\n // 如果第一个命令是 L, C, Q\n // 则 previous point 同绘制命令的第一个 point\n // 第一个命令为 Arc 的情况下会在后面特殊处理\n x0 = xi = cmd[1] as number;\n y0 = yi = cmd[2] as number;\n\n if ([enumCommandMap.L, enumCommandMap.C, enumCommandMap.Q].includes(cmd[0])) {\n // Start point\n currentSubpath = [x0, y0];\n }\n }\n\n switch (cmd[0]) {\n case enumCommandMap.M:\n // moveTo 命令重新创建一个新的 subpath, 并且更新新的起点\n // 在 closePath 的时候使用\n xi = x0 = cmd[1] as number;\n yi = y0 = cmd[2] as number;\n\n createNewSubpath(x0, y0);\n break;\n case enumCommandMap.L:\n x1 = cmd[1] as number;\n y1 = cmd[2] as number;\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n xi = x1;\n yi = y1;\n break;\n case enumCommandMap.C:\n currentSubpath.push(\n cmd[1] as number,\n cmd[2] as number,\n cmd[3] as number,\n cmd[4] as number,\n (xi = cmd[5] as number),\n (yi = cmd[6] as number)\n );\n break;\n case enumCommandMap.Q:\n x1 = cmd[1] as number;\n y1 = cmd[2] as number;\n x2 = cmd[3] as number;\n y2 = cmd[4] as number;\n currentSubpath.push(\n // Convert quadratic to cubic\n xi + (2 / 3) * (x1 - xi),\n yi + (2 / 3) * (y1 - yi),\n x2 + (2 / 3) * (x1 - x2),\n y2 + (2 / 3) * (y1 - y2),\n x2,\n y2\n );\n xi = x2;\n yi = y2;\n break;\n case enumCommandMap.A: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = rx;\n const startAngle = cmd[4] as number;\n const endAngle = cmd[5] as number;\n\n const counterClockwise = !!(cmd[6] as number);\n\n x1 = Math.cos(startAngle) * rx + cx;\n y1 = Math.sin(startAngle) * rx + cy;\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xi = Math.cos(endAngle) * rx + cx;\n yi = Math.sin(endAngle) * rx + cy;\n\n const step = ((counterClockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; counterClockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = counterClockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n }\n break;\n }\n case enumCommandMap.E: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = cmd[4] as number;\n const rotate = cmd[5] as number;\n const startAngle = cmd[6] as number;\n const endAngle = (cmd[7] as number) + startAngle;\n\n const anticlockwise = !!(cmd[8] as number);\n const hasRotate = !isNumberClose(rotate, 0);\n const rc = Math.cos(rotate);\n const rs = Math.sin(rotate);\n\n let xTemp = Math.cos(startAngle) * rx;\n let yTemp = Math.sin(startAngle) * ry;\n\n if (hasRotate) {\n x1 = xTemp * rc - yTemp * rs + cx;\n y1 = xTemp * rs + yTemp * rc + cy;\n } else {\n x1 = xTemp + cx;\n y1 = yTemp + cy;\n }\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xTemp = Math.cos(endAngle) * rx;\n yTemp = Math.sin(endAngle) * ry;\n if (hasRotate) {\n xi = xTemp * rc - yTemp * rs + cx;\n yi = xTemp * rs + yTemp * rc + cy;\n } else {\n xi = xTemp + cx;\n yi = yTemp + cy;\n }\n\n const step = ((anticlockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = anticlockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n\n if (hasRotate) {\n const curLen = currentSubpath.length;\n\n for (let j = curLen - 6; j <= curLen - 1; j += 2) {\n xTemp = currentSubpath[j];\n yTemp = currentSubpath[j + 1];\n\n currentSubpath[j] = (xTemp - cx) * rc - (yTemp - cy) * rs + cx;\n currentSubpath[j + 1] = (xTemp - cx) * rs + (yTemp - cy) * rc + cy;\n }\n }\n }\n\n break;\n }\n case enumCommandMap.R: {\n x0 = xi = cmd[1] as number;\n y0 = yi = cmd[2] as number;\n x1 = x0 + (cmd[3] as number);\n y1 = y0 + (cmd[4] as number);\n\n // rect is an individual path.\n createNewSubpath(x1, y0);\n addLineToBezierPath(currentSubpath, x1, y0, x1, y1);\n addLineToBezierPath(currentSubpath, x1, y1, x0, y1);\n addLineToBezierPath(currentSubpath, x0, y1, x0, y0);\n addLineToBezierPath(currentSubpath, x0, y0, x1, y0);\n break;\n }\n case enumCommandMap.AT: {\n const tx1 = cmd[1] as number;\n const ty1 = cmd[2] as number;\n const tx2 = cmd[3] as number;\n const ty2 = cmd[4] as number;\n const r = cmd[5] as number;\n\n const dis1 = PointService.distancePP({ x: xi, y: yi }, { x: tx1, y: ty1 });\n const dis2 = PointService.distancePP({ x: tx2, y: ty2 }, { x: tx1, y: ty1 });\n const theta = ((xi - tx1) * (tx2 - tx1) + (yi - ty1) * (ty2 - ty1)) / (dis1 * dis2);\n const dis = r / Math.sin(theta / 2);\n const midX = (xi + tx2 - 2 * tx1) / 2;\n const midY = (yi + ty2 - 2 * ty1) / 2;\n const midLen = PointService.distancePP({ x: midX, y: midY }, { x: 0, y: 0 });\n const cx = tx1 + (dis * midX) / midLen;\n const cy = tx2 + (dis * midY) / midLen;\n const disP = Math.sqrt(dis * dis - r * r);\n x0 = tx1 + (disP * (xi - tx1)) / dis1;\n y0 = ty1 + (disP * (yi - ty1)) / dis1;\n\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x0, y0);\n\n xi = tx1 + (disP * (tx2 - tx1)) / dis2;\n yi = ty1 + (disP * (ty2 - ty1)) / dis2;\n\n const startAngle = getAngleByPoint({ x: cx, y: cy }, { x: x0, y: y0 });\n\n const endAngle = getAngleByPoint({ x: cx, y: cy }, { x: xi, y: yi });\n\n addArcToBezierPath(currentSubpath, startAngle, endAngle, cx, cy, r, r);\n\n break;\n }\n case enumCommandMap.Z: {\n currentSubpath && addLineToBezierPath(currentSubpath, xi, yi, x0, y0);\n xi = x0;\n yi = y0;\n break;\n }\n }\n }\n\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n\n return bezierArrayGroups;\n}\n\nexport function applyTransformOnBezierCurves(bezierCurves: number[][], martrix: IMatrix) {\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n for (let k = 0; k < subPath.length; k += 2) {\n const x = subPath[k];\n const y = subPath[k + 1];\n const res = { x, y };\n\n martrix.transformPoint({ x, y }, res);\n\n subPath[k] = res.x;\n subPath[k + 1] = res.y;\n }\n }\n}\n\nexport function bezierCurversToPath(bezierCurves: number[][]) {\n const path = new CustomPath2D();\n\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n\n if (subPath.length > 2) {\n path.moveTo(subPath[0], subPath[1]);\n for (let k = 2; k < subPath.length; k += 6) {\n path.bezierCurveTo(subPath[k], subPath[k + 1], subPath[k + 2], subPath[k + 3], subPath[k + 4], subPath[k + 5]);\n }\n }\n }\n\n return path;\n}\n"]}
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+
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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/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport type { IMatrix } from '@visactor/vutils';\nimport { getAngleByPoint, isNumberClose, PointService } from '@visactor/vutils';\nimport type { ICustomPath2D } from '../interface';\nimport { CustomPath2D } from './custom-path2d';\nimport { enumCommandMap } from './path-svg';\nimport { addArcToBezierPath } from './shape/arc';\n\nexport function cubicSubdivide(p0: number, p1: number, p2: number, p3: number, t: number, out: number[]) {\n const p01 = (p1 - p0) * t + p0;\n const p12 = (p2 - p1) * t + p1;\n const p23 = (p3 - p2) * t + p2;\n\n const p012 = (p12 - p01) * t + p01;\n const p123 = (p23 - p12) * t + p12;\n\n const p0123 = (p123 - p012) * t + p012;\n // Seg0\n out[0] = p0;\n out[1] = p01;\n out[2] = p012;\n out[3] = p0123;\n // Seg1\n out[4] = p0123;\n out[5] = p123;\n out[6] = p23;\n out[7] = p3;\n}\n\nexport function alignSubpath(subpath1: number[], subpath2: number[]): [number[], number[]] {\n const len1 = subpath1.length;\n const len2 = subpath2.length;\n if (len1 === len2) {\n return [subpath1, subpath2];\n }\n const tmpSegX: number[] = [];\n const tmpSegY: number[] = [];\n\n const shorterPath = len1 < len2 ? subpath1 : subpath2;\n const shorterLen = Math.min(len1, len2);\n // Should divide excatly\n const diff = Math.abs(len2 - len1) / 6;\n const shorterBezierCount = (shorterLen - 2) / 6;\n // Add `diff` number of beziers\n const eachCurveSubDivCount = Math.ceil(diff / shorterBezierCount);\n\n const newSubpath = [shorterPath[0], shorterPath[1]];\n let remained = diff;\n\n for (let i = 2; i < shorterLen; i += 6) {\n let x0 = shorterPath[i - 2];\n let y0 = shorterPath[i - 1];\n let x1 = shorterPath[i];\n let y1 = shorterPath[i + 1];\n let x2 = shorterPath[i + 2];\n let y2 = shorterPath[i + 3];\n const x3 = shorterPath[i + 4];\n const y3 = shorterPath[i + 5];\n\n if (remained <= 0) {\n newSubpath.push(x1, y1, x2, y2, x3, y3);\n continue;\n }\n\n const actualSubDivCount = Math.min(remained, eachCurveSubDivCount) + 1;\n for (let k = 1; k <= actualSubDivCount; k++) {\n const p = k / actualSubDivCount;\n\n cubicSubdivide(x0, x1, x2, x3, p, tmpSegX);\n cubicSubdivide(y0, y1, y2, y3, p, tmpSegY);\n\n // tmpSegX[3] === tmpSegX[4]\n x0 = tmpSegX[3];\n y0 = tmpSegY[3];\n\n newSubpath.push(tmpSegX[1], tmpSegY[1], tmpSegX[2], tmpSegY[2], x0, y0);\n x1 = tmpSegX[5];\n y1 = tmpSegY[5];\n x2 = tmpSegX[6];\n y2 = tmpSegY[6];\n // The last point (x3, y3) is still the same.\n }\n remained -= actualSubDivCount - 1;\n }\n\n return shorterPath === subpath1 ? [newSubpath, subpath2] : [subpath1, newSubpath];\n}\n\nfunction createSubpath(lastSubpath: number[], otherSubpath: number[]) {\n const prevSubPath = lastSubpath || otherSubpath;\n const len = prevSubPath.length;\n const lastX = prevSubPath[len - 2];\n const lastY = prevSubPath[len - 1];\n\n const newSubpath: number[] = [];\n for (let i = 0; i < otherSubpath.length; i += 2) {\n newSubpath[i] = lastX;\n newSubpath[i + 1] = lastY;\n }\n return newSubpath;\n}\n\nfunction reverseSubpath(array: number[]) {\n const newArr: number[] = [];\n const len = array.length;\n for (let i = 0; i < len; i += 2) {\n newArr[i] = array[len - i - 2];\n newArr[i + 1] = array[len - i - 1];\n }\n return newArr;\n}\n/**\n * 用于计算内部不相交的多边形中心点\n */\nexport function centroidOfSubpath(array: number[]) {\n // https://en.wikipedia.org/wiki/Centroid#Of_a_polygon\n let signedArea = 0;\n let cx = 0;\n let cy = 0;\n const len = array.length;\n // Polygon should been closed.\n for (let i = 0, j = len - 2; i < len; j = i, i += 2) {\n const x0 = array[j];\n const y0 = array[j + 1];\n const x1 = array[i];\n const y1 = array[i + 1];\n const a = x0 * y1 - x1 * y0;\n signedArea += a;\n cx += (x0 + x1) * a;\n cy += (y0 + y1) * a;\n }\n\n if (signedArea === 0) {\n return [array[0] || 0, array[1] || 0, 0];\n }\n\n return [cx / signedArea / 3, cy / signedArea / 3, signedArea];\n}\n\n/**\n * 针对闭合的曲线,查找最适合的旋转offset\n */\nfunction findBestRotationOffset(fromSubBeziers: number[], toSubBeziers: number[], fromCp: number[], toCp: number[]) {\n const bezierCount = (fromSubBeziers.length - 2) / 6;\n let bestScore = Infinity;\n let bestOffset = 0;\n\n const len = fromSubBeziers.length;\n const len2 = len - 2;\n\n for (let offset = 0; offset < bezierCount; offset++) {\n const cursorOffset = offset * 6;\n let score = 0;\n\n for (let k = 0; k < len; k += 2) {\n const idx = k === 0 ? cursorOffset : ((cursorOffset + k - 2) % len2) + 2;\n\n const x0 = fromSubBeziers[idx] - fromCp[0];\n const y0 = fromSubBeziers[idx + 1] - fromCp[1];\n const x1 = toSubBeziers[k] - toCp[0];\n const y1 = toSubBeziers[k + 1] - toCp[1];\n\n const dx = x1 - x0;\n const dy = y1 - y0;\n score += dx * dx + dy * dy;\n }\n if (score < bestScore) {\n bestScore = score;\n bestOffset = offset;\n }\n }\n\n return bestOffset;\n}\n\n/**\n * If we interpolating between two bezier curve arrays.\n * It will have many broken effects during the transition.\n * So we try to apply an extra rotation which can make each bezier curve morph as small as possible.\n */\nexport function findBestMorphingRotation(\n fromArr: number[][],\n toArr: number[][],\n searchAngleIteration: number,\n searchAngleRange: number\n) {\n const result = [];\n\n let fromNeedsReverse: boolean;\n\n for (let i = 0; i < fromArr.length; i++) {\n let fromSubpathBezier = fromArr[i];\n const toSubpathBezier = toArr[i];\n\n const fromCp = centroidOfSubpath(fromSubpathBezier);\n const toCp = centroidOfSubpath(toSubpathBezier);\n\n if (fromNeedsReverse == null) {\n // Reverse from array if two have different directions.\n // Determine the clockwise based on the first subpath.\n // Reverse all subpaths or not. Avoid winding rule changed.\n fromNeedsReverse = fromCp[2] < 0 !== toCp[2] < 0;\n }\n\n const newFromSubpathBezier: number[] = [];\n const newToSubpathBezier: number[] = [];\n let bestAngle = 0;\n let bestScore = Infinity;\n const tmpArr: number[] = [];\n\n const len = fromSubpathBezier.length;\n if (fromNeedsReverse) {\n // Make sure clockwise\n fromSubpathBezier = reverseSubpath(fromSubpathBezier);\n }\n const offset = findBestRotationOffset(fromSubpathBezier, toSubpathBezier, fromCp, toCp) * 6;\n\n const len2 = len - 2;\n\n for (let k = 0; k < len2; k += 2) {\n // Not include the start point.\n const idx = ((offset + k) % len2) + 2;\n newFromSubpathBezier[k + 2] = fromSubpathBezier[idx] - fromCp[0];\n newFromSubpathBezier[k + 3] = fromSubpathBezier[idx + 1] - fromCp[1];\n }\n newFromSubpathBezier[0] = fromSubpathBezier[offset] - fromCp[0];\n newFromSubpathBezier[1] = fromSubpathBezier[offset + 1] - fromCp[1];\n\n if (searchAngleIteration > 0) {\n const step = searchAngleRange / searchAngleIteration;\n for (let angle = -searchAngleRange / 2; angle <= searchAngleRange / 2; angle += step) {\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n let score = 0;\n\n for (let k = 0; k < fromSubpathBezier.length; k += 2) {\n const x0 = newFromSubpathBezier[k];\n const y0 = newFromSubpathBezier[k + 1];\n const x1 = toSubpathBezier[k] - toCp[0];\n const y1 = toSubpathBezier[k + 1] - toCp[1];\n\n // Apply rotation on the target point.\n const newX1 = x1 * ca - y1 * sa;\n const newY1 = x1 * sa + y1 * ca;\n\n tmpArr[k] = newX1;\n tmpArr[k + 1] = newY1;\n\n const dx = newX1 - x0;\n const dy = newY1 - y0;\n\n // Use dot product to have min direction change.\n // const d = Math.sqrt(x0 * x0 + y0 * y0);\n // score += x0 * dx / d + y0 * dy / d;\n score += dx * dx + dy * dy;\n }\n\n if (score < bestScore) {\n bestScore = score;\n bestAngle = angle;\n // Copy.\n for (let m = 0; m < tmpArr.length; m++) {\n newToSubpathBezier[m] = tmpArr[m];\n }\n }\n }\n } else {\n for (let i = 0; i < len; i += 2) {\n newToSubpathBezier[i] = toSubpathBezier[i] - toCp[0];\n newToSubpathBezier[i + 1] = toSubpathBezier[i + 1] - toCp[1];\n }\n }\n\n result.push({\n from: newFromSubpathBezier,\n to: newToSubpathBezier,\n fromCp,\n toCp,\n rotation: -bestAngle\n });\n }\n return result;\n}\n\n/**\n * Make two bezier arrays aligns on structure. To have better animation.\n *\n * It will:\n * Make two bezier arrays have same number of subpaths.\n * Make each subpath has equal number of bezier curves.\n *\n * array is the convert result of pathToBezierCurves.\n */\nexport function alignBezierCurves(array1: number[][], array2: number[][]) {\n let lastSubpath1;\n let lastSubpath2;\n\n const newArray1 = [];\n const newArray2 = [];\n\n for (let i = 0; i < Math.max(array1.length, array2.length); i++) {\n const subpath1 = array1[i];\n const subpath2 = array2[i];\n\n let newSubpath1;\n let newSubpath2;\n\n if (!subpath1) {\n newSubpath1 = createSubpath(lastSubpath1, subpath2);\n newSubpath2 = subpath2;\n } else if (!subpath2) {\n newSubpath2 = createSubpath(lastSubpath2, subpath1);\n newSubpath1 = subpath1;\n } else {\n [newSubpath1, newSubpath2] = alignSubpath(subpath1, subpath2);\n lastSubpath1 = newSubpath1;\n lastSubpath2 = newSubpath2;\n }\n\n newArray1.push(newSubpath1);\n newArray2.push(newSubpath2);\n }\n\n return [newArray1, newArray2];\n}\n\n/**\n * 将路径转换为贝塞尔曲线数组\n * 通过复用CustomPath2D中的方法,确保处理的一致性\n * @param path 要转换的路径\n * @returns 贝塞尔曲线数组\n */\nexport function pathToBezierCurves(path: ICustomPath2D): number[][] {\n // 创建临时路径和临时上下文\n const tempPath = new CustomPath2D();\n\n // 将路径转换为SVG路径字符串,这样可以利用CustomPath2D中的解析能力\n const svgPathString = path.toString();\n\n // 如果路径为空,直接返回空数组\n if (!svgPathString) {\n return [];\n }\n\n // 使用临时路径解析SVG字符串\n tempPath.fromString(svgPathString);\n\n // 确保曲线已经构建\n const curves = tempPath.tryBuildCurves();\n\n if (!curves || curves.length === 0) {\n return [];\n }\n\n // 用于存储分离的子路径\n const bezierSubpaths: number[][] = [];\n let currentSubpath: number[] = null;\n\n // 初始化当前子路径\n currentSubpath = [];\n let firstX = 0; // 记录子路径起点X (用于闭合路径)\n let firstY = 0; // 记录子路径起点Y (用于闭合路径)\n let lastX = 0; // 记录上一个点的X (用于连续线段)\n let lastY = 0; // 记录上一个点的Y (用于连续线段)\n let isSubpathStart = true;\n let isPathClosed = false;\n\n for (let i = 0; i < curves.length; i++) {\n const curve = curves[i];\n\n // 如果是新的子路径开始或者第一个点\n if (isSubpathStart) {\n firstX = curve.p0.x;\n firstY = curve.p0.y;\n lastX = firstX;\n lastY = firstY;\n currentSubpath = [firstX, firstY];\n bezierSubpaths.push(currentSubpath);\n isSubpathStart = false;\n }\n\n // 处理不同类型的曲线\n if (curve.p1 && curve.p2 && curve.p3) {\n // 三次贝塞尔曲线\n currentSubpath.push(curve.p1.x, curve.p1.y, curve.p2.x, curve.p2.y, curve.p3.x, curve.p3.y);\n lastX = curve.p3.x;\n lastY = curve.p3.y;\n } else if (curve.p1 && curve.p2) {\n // 二次贝塞尔曲线,转换为三次贝塞尔曲线\n const x1 = curve.p1.x;\n const y1 = curve.p1.y;\n const x2 = curve.p2.x;\n const y2 = curve.p2.y;\n\n currentSubpath.push(\n lastX + (2 / 3) * (x1 - lastX),\n lastY + (2 / 3) * (y1 - lastY),\n x2 + (2 / 3) * (x1 - x2),\n y2 + (2 / 3) * (y1 - y2),\n x2,\n y2\n );\n\n lastX = x2;\n lastY = y2;\n } else if (curve.p1) {\n // 直线段,转换为贝塞尔曲线格式\n // 直线的情况,p1就是终点\n const endX = curve.p1.x;\n const endY = curve.p1.y;\n\n // 避免添加长度为0的线段\n if (!(Math.abs(lastX - endX) < 1e-10 && Math.abs(lastY - endY) < 1e-10)) {\n // 使用addLineToBezierPath的逻辑:x0,y0, x1,y1, x1,y1\n // 第一个控制点等于起点,第二个控制点等于终点,终点等于终点\n currentSubpath.push(\n lastX,\n lastY, // 第一个控制点 = 起点\n endX,\n endY, // 第二个控制点 = 终点\n endX,\n endY // 终点\n );\n }\n\n lastX = endX;\n lastY = endY;\n }\n\n // 检查是否是闭合路径(最后一个点回到起点)\n if (i === curves.length - 1) {\n if (Math.abs(lastX - firstX) < 1e-10 && Math.abs(lastY - firstY) < 1e-10) {\n isPathClosed = true;\n }\n }\n\n // 检查是否需要开始新的子路径\n // 只有在检测到明确的路径中断(不连续的点)时才开始新子路径\n if (i < curves.length - 1) {\n const nextCurve = curves[i + 1];\n if (Math.abs(lastX - nextCurve.p0.x) > 1e-10 || Math.abs(lastY - nextCurve.p0.y) > 1e-10) {\n // 当前子路径结束,需要创建新的子路径\n isSubpathStart = true;\n }\n }\n }\n\n // 移除空的子路径\n const validSubpaths = bezierSubpaths.filter(subpath => subpath.length > 2);\n\n // 为了保持与原始函数一致,如果只有一个子路径,返回它的数组\n return validSubpaths.length === 1 ? [validSubpaths[0]] : validSubpaths;\n}\n\nexport function applyTransformOnBezierCurves(bezierCurves: number[][], martrix: IMatrix) {\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n for (let k = 0; k < subPath.length; k += 2) {\n const x = subPath[k];\n const y = subPath[k + 1];\n const res = { x, y };\n\n martrix.transformPoint({ x, y }, res);\n\n subPath[k] = res.x;\n subPath[k + 1] = res.y;\n }\n }\n}\n\nexport function bezierCurversToPath(bezierCurves: number[][]) {\n const path = new CustomPath2D();\n\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n\n if (subPath.length > 2) {\n path.moveTo(subPath[0], subPath[1]);\n for (let k = 2; k < subPath.length; k += 6) {\n path.bezierCurveTo(subPath[k], subPath[k + 1], subPath[k + 2], subPath[k + 3], subPath[k + 4], subPath[k + 5]);\n }\n }\n }\n\n return path;\n}\n"]}
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case "step":
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return (0, step_1.genStepSegments)(points, .5, params);
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return (0, step_1.genStepClosedSegments)(points, .5, params);
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case "stepBefore":
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return (0, step_1.genStepSegments)(points, 0, params);
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{"version":3,"sources":["../src/common/segment/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AAEA,qCAA6C;AAC7C,mCAA2C;AAC3C,yCAAwE;AACxE,
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1
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{"version":3,"sources":["../src/common/segment/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AAEA,qCAA6C;AAC7C,mCAA2C;AAC3C,yCAAwE;AACxE,iCAAgE;AAChE,mDAA0D;AAC1D,+CAAsD;AACtD,2DAAkE;AAElE,2CAAyB;AACzB,kDAAgC;AAChC,0CAAwB;AACxB,6CAA2B;AAC3B,yCAAuB;AACvB,wDAAsC;AACtC,uDAAqC;AAErC,SAAgB,aAAa,CAC3B,MAAoB,EACpB,SAAqB,EACrB,MAA2D;;IAE3D,QAAQ,SAAS,EAAE;QACjB,KAAK,QAAQ;YACX,OAAO,IAAA,0BAAiB,EAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC3C,KAAK,OAAO;YACV,OAAO,IAAA,wBAAgB,EAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC1C,KAAK,WAAW;YACd,OAAO,IAAA,+BAAoB,EAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC9C,KAAK,WAAW;YACd,OAAO,IAAA,+BAAoB,EAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAC9C,KAAK,MAAM;YACT,OAAO,IAAA,sBAAe,EAAC,MAAM,EAAE,GAAG,EAAE,MAAM,CAAC,CAAC;QAC9C,KAAK,YAAY;YACf,OAAO,IAAA,4BAAqB,EAAC,MAAM,EAAE,GAAG,EAAE,MAAM,CAAC,CAAC;QACpD,KAAK,YAAY;YACf,OAAO,IAAA,sBAAe,EAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QAC5C,KAAK,WAAW;YACd,OAAO,IAAA,sBAAe,EAAC,MAAM,EAAE,CAAC,EAAE,MAAM,CAAC,CAAC;QAC5C,KAAK,YAAY;YACf,OAAO,IAAA,mCAAqB,EAAC,MAAM,EAAE,MAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,YAAY,mCAAI,GAAG,EAAE,MAAM,CAAC,CAAC;QAC5E,KAAK,kBAAkB;YACrB,OAAO,IAAA,+CAA2B,EAAC,MAAM,EAAE,MAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,YAAY,mCAAI,GAAG,EAAE,MAAM,CAAC,CAAC;QAClF,KAAK,cAAc;YACjB,OAAO,IAAA,uCAAuB,EAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACjD;YACE,OAAO,IAAA,0BAAiB,EAAC,MAAM,EAAE,MAAM,CAAC,CAAC;KAC5C;AACH,CAAC;AA/BD,sCA+BC","file":"index.js","sourcesContent":["import type { IPointLike } from '@visactor/vutils';\nimport type { ICurveType, IGenSegmentParams, ISegPath2D } from '../../interface';\nimport { genLinearSegments } from './linear';\nimport { genBasisSegments } from './basis';\nimport { genMonotoneXSegments, genMonotoneYSegments } from './monotone';\nimport { genStepClosedSegments, genStepSegments } from './step';\nimport { genLinearClosedSegments } from './linear-closed';\nimport { genCatmullRomSegments } from './catmull-rom';\nimport { genCatmullRomClosedSegments } from './catmull-rom-close';\n\nexport * from './linear';\nexport * from './linear-closed';\nexport * from './basis';\nexport * from './monotone';\nexport * from './step';\nexport * from './curve/curve-context';\nexport * from './curve/cubic-bezier';\n\nexport function calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { startPoint?: IPointLike; curveTension?: number }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepClosed':\n return genStepClosedSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'catmullRom':\n return genCatmullRomSegments(points, params?.curveTension ?? 0.5, params);\n case 'catmullRomClosed':\n return genCatmullRomClosedSegments(points, params?.curveTension ?? 0.5, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n"]}
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@@ -22,5 +22,11 @@ export declare class Step implements ICurvedSegment {
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point(p: IPointLike): void;
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export declare class StepClosed extends Step implements ILinearSegment {
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context: ISegPath2D;
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protected startPoint?: IPointLike;
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lineEnd(): void;
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}
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export declare function genStepSegments(points: IPointLike[], t: number, params?: IGenSegmentParams): ISegPath2D | null;
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export declare function genStepTypeSegments(path: ILinearSegment, points: IPointLike[]): void;
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export declare function genStepClosedSegments(points: IPointLike[], t: number, params?: IGenSegmentParams): ISegPath2D | null;
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}), exports.genStepTypeSegments = exports.genStepSegments = exports.Step = void 0;
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}), exports.genStepClosedSegments = exports.genStepTypeSegments = exports.genStepSegments = exports.StepClosed = exports.Step = void 0;
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const vutils_1 = require("@visactor/vutils"), seg_context_1 = require("../seg-context"), common_1 = require("./common"), enums_1 = require("../enums");
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@@ -49,6 +49,14 @@ class Step {
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}
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exports.Step = Step;
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class StepClosed extends Step {
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lineEnd() {
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this.context.closePath();
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}
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}
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function genStepSegments(points, t, params = {}) {
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const {direction: direction, startPoint: startPoint} = params;
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if (points.length < 2 - Number(!!startPoint)) return null;
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@@ -61,5 +69,14 @@ function genStepTypeSegments(path, points) {
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return (0, common_1.genCurveSegments)(path, points, 1);
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function genStepClosedSegments(points, t, params = {}) {
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const {direction: direction, startPoint: startPoint} = params;
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74
|
+
if (points.length < 2 - Number(!!startPoint)) return null;
|
|
75
|
+
const segContext = new seg_context_1.SegContext("step", null != direction ? direction : (0,
|
|
76
|
+
vutils_1.abs)(points[points.length - 1].x - points[0].x) > (0, vutils_1.abs)(points[points.length - 1].y - points[0].y) ? enums_1.Direction.ROW : enums_1.Direction.COLUMN);
|
|
77
|
+
return genStepTypeSegments(new StepClosed(segContext, t, startPoint), points), segContext;
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
exports.StepClosed = StepClosed, exports.genStepSegments = genStepSegments, exports.genStepTypeSegments = genStepTypeSegments,
|
|
81
|
+
exports.genStepClosedSegments = genStepClosedSegments;
|
|
65
82
|
//# sourceMappingURL=step.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/common/segment/step.ts"],"names":[],"mappings":";;;AACA,6CAAuC;AACvC,gDAA4C;AAC5C,qCAA4C;AAC5C,oCAAqC;AAsBrC,MAAa,IAAI;IAQf,YAAY,OAAmB,EAAE,IAAY,GAAG,EAAE,UAAuB;QACvE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QACZ,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IAC/B,CAAC;IAUD,SAAS;QACP,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;IACjB,CAAC;IACD,OAAO;QACL,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC;IACnB,CAAC;IACD,SAAS;QACP,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,GAAG,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IACD,OAAO;QACL,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YACnD,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;SACpF;QACD,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,CAAC,EAAE;YACzD,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;SAC1B;QACD,IAAI,IAAI,CAAC,KAAK,IAAI,CAAC,EAAE;YACnB,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,IAAI,CAAC,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;SACxD;IACH,CAAC;IACD,KAAK,CAAC,CAAa;QACjB,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACd,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QAEd,QAAQ,IAAI,CAAC,MAAM,EAAE;YACnB,KAAK,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;gBAChB,IAAI,CAAC,KAAK;oBACR,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC;oBAClF,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;gBACjC,MAAM;YACR,KAAK,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;YAClB,OAAO,CAAC,CAAC;gBACP,IAAI,IAAI,CAAC,EAAE,IAAI,CAAC,EAAE;oBAChB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;oBACpG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC,CAAC;iBAClF;qBAAM;oBACL,MAAM,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;oBACjD,IAAI,IAAI,CAAC,EAAE,KAAK,GAAG,EAAE;wBACnB,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;qBAC/E;yBAAM;wBACL,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;qBACtG;oBACD,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,KAAK,KAAK,IAAI,CAAC,CAAC,OAAO,KAAK,KAAK,EAAE,CAAC,CAAC,CAAC;iBACnF;gBACD,MAAM;aACP;SACF;QACD,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,OAAO,CAAC;QAC9B,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QAC7B,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACrB,CAAC;IAED,eAAe;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;IACxC,CAAC;CACF;AAjFD,oBAiFC;AAED,SAAgB,eAAe,CAAC,MAAoB,EAAE,CAAS,EAAE,SAA4B,EAAE;IAC7F,MAAM,EAAE,SAAS,EAAE,UAAU,EAAE,GAAG,MAAM,CAAC;IACzC,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,UAAU,CAAC,EAAE;QAC5C,OAAO,IAAI,CAAC;KACb;IACD,MAAM,UAAU,GAAG,IAAI,wBAAU,CAC/B,MAAM,EACN,SAAS,aAAT,SAAS,cAAT,SAAS,GACP,CAAC,IAAA,YAAG,EAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,IAAA,YAAG,EAAC,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9F,CAAC,CAAC,iBAAS,CAAC,GAAG;QACf,CAAC,CAAC,iBAAS,CAAC,MAAM,CAAC,CACxB,CAAC;IACF,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC,EAAE,UAAU,CAAC,CAAC;IAEjD,mBAAmB,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IAElC,OAAO,UAAU,CAAC;AACpB,CAAC;AAjBD,0CAiBC;AAED,SAAgB,mBAAmB,CAAC,IAAoB,EAAE,MAAoB;IAC5E,OAAO,IAAA,yBAAgB,EAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;AAC3C,CAAC;AAFD,kDAEC","file":"step.js","sourcesContent":["import type { IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport { SegContext } from '../seg-context';\nimport { genCurveSegments } from './common';\nimport { Direction } from '../enums';\nimport type { ICurvedSegment, IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape重构\n// https://github.com/d3/d3-shape/blob/main/src/curve/step.js\nexport class Step implements ICurvedSegment {\n declare context: ISegPath2D;\n declare _t: number;\n private _lastDefined?: boolean;\n\n protected startPoint?: IPointLike;\n protected lastPoint?: IPointLike;\n\n constructor(context: ISegPath2D, t: number = 0.5, startPoint?: IPointLike) {\n this.context = context;\n this._t = t;\n this.startPoint = startPoint;\n }\n _x: number;\n _y: number;\n _x0: number;\n _x1: number;\n _y0: number;\n _y1: number;\n _line: number;\n _point: number;\n\n areaStart() {\n this._line = 0;\n }\n areaEnd() {\n this._line = NaN;\n }\n lineStart() {\n this._x = this._y = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n if (0 < this._t && this._t < 1 && this._point === 2) {\n this.context.lineTo(this._x, this._y, this._lastDefined !== false, this.lastPoint);\n }\n if (this._line || (this._line !== 0 && this._point === 1)) {\n this.context.closePath();\n }\n if (this._line >= 0) {\n (this._t = 1 - this._t), (this._line = 1 - this._line);\n }\n }\n point(p: IPointLike): void {\n const x = p.x;\n const y = p.y;\n\n switch (this._point) {\n case 0:\n this._point = 1;\n this._line\n ? this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p)\n : this.context.moveTo(x, y, p);\n break;\n case 1:\n this._point = 2; // falls through\n default: {\n if (this._t <= 0) {\n this.context.lineTo(this._x, y, this._lastDefined !== false && p.defined !== false, this.lastPoint);\n this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p);\n } else {\n const x1 = this._x * (1 - this._t) + x * this._t;\n if (this._t === 0.5) {\n this.context.lineTo(x1, this._y, this._lastDefined !== false, this.lastPoint);\n } else {\n this.context.lineTo(x1, this._y, this._lastDefined !== false && p.defined !== false, this.lastPoint);\n }\n this.context.lineTo(x1, y, this._lastDefined !== false && p.defined !== false, p);\n }\n break;\n }\n }\n this._lastDefined = p.defined;\n (this._x = x), (this._y = y);\n this.lastPoint = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport function genStepSegments(points: IPointLike[], t: number, params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n const segContext = new SegContext(\n 'step',\n direction ??\n (abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y)\n ? Direction.ROW\n : Direction.COLUMN)\n );\n const step = new Step(segContext, t, startPoint);\n\n genStepTypeSegments(step, points);\n\n return segContext;\n}\n\nexport function genStepTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 1);\n}\n"]}
|
|
1
|
+
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type { IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport { SegContext } from '../seg-context';\nimport { genCurveSegments } from './common';\nimport { Direction } from '../enums';\nimport type { ICurvedSegment, IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape重构\n// https://github.com/d3/d3-shape/blob/main/src/curve/step.js\nexport class Step implements ICurvedSegment {\n declare context: ISegPath2D;\n declare _t: number;\n private _lastDefined?: boolean;\n\n protected startPoint?: IPointLike;\n protected lastPoint?: IPointLike;\n\n constructor(context: ISegPath2D, t: number = 0.5, startPoint?: IPointLike) {\n this.context = context;\n this._t = t;\n this.startPoint = startPoint;\n }\n _x: number;\n _y: number;\n _x0: number;\n _x1: number;\n _y0: number;\n _y1: number;\n _line: number;\n _point: number;\n\n areaStart() {\n this._line = 0;\n }\n areaEnd() {\n this._line = NaN;\n }\n lineStart() {\n this._x = this._y = NaN;\n this._point = 0;\n this.startPoint && this.point(this.startPoint);\n }\n lineEnd() {\n if (0 < this._t && this._t < 1 && this._point === 2) {\n this.context.lineTo(this._x, this._y, this._lastDefined !== false, this.lastPoint);\n }\n if (this._line || (this._line !== 0 && this._point === 1)) {\n this.context.closePath();\n }\n if (this._line >= 0) {\n (this._t = 1 - this._t), (this._line = 1 - this._line);\n }\n }\n point(p: IPointLike): void {\n const x = p.x;\n const y = p.y;\n\n switch (this._point) {\n case 0:\n this._point = 1;\n this._line\n ? this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p)\n : this.context.moveTo(x, y, p);\n break;\n case 1:\n this._point = 2; // falls through\n default: {\n if (this._t <= 0) {\n this.context.lineTo(this._x, y, this._lastDefined !== false && p.defined !== false, this.lastPoint);\n this.context.lineTo(x, y, this._lastDefined !== false && p.defined !== false, p);\n } else {\n const x1 = this._x * (1 - this._t) + x * this._t;\n if (this._t === 0.5) {\n this.context.lineTo(x1, this._y, this._lastDefined !== false, this.lastPoint);\n } else {\n this.context.lineTo(x1, this._y, this._lastDefined !== false && p.defined !== false, this.lastPoint);\n }\n this.context.lineTo(x1, y, this._lastDefined !== false && p.defined !== false, p);\n }\n break;\n }\n }\n this._lastDefined = p.defined;\n (this._x = x), (this._y = y);\n this.lastPoint = p;\n }\n\n tryUpdateLength(): number {\n return this.context.tryUpdateLength();\n }\n}\n\nexport class StepClosed extends Step implements ILinearSegment {\n declare context: ISegPath2D;\n\n protected declare startPoint?: IPointLike;\n\n lineEnd() {\n this.context.closePath();\n }\n}\n\nexport function genStepSegments(points: IPointLike[], t: number, params: IGenSegmentParams = {}): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n const segContext = new SegContext(\n 'step',\n direction ??\n (abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y)\n ? Direction.ROW\n : Direction.COLUMN)\n );\n const step = new Step(segContext, t, startPoint);\n\n genStepTypeSegments(step, points);\n\n return segContext;\n}\n\nexport function genStepTypeSegments(path: ILinearSegment, points: IPointLike[]): void {\n return genCurveSegments(path, points, 1);\n}\n\nexport function genStepClosedSegments(\n points: IPointLike[],\n t: number,\n params: IGenSegmentParams = {}\n): ISegPath2D | null {\n const { direction, startPoint } = params;\n if (points.length < 2 - Number(!!startPoint)) {\n return null;\n }\n const segContext = new SegContext(\n 'step',\n direction ??\n (abs(points[points.length - 1].x - points[0].x) > abs(points[points.length - 1].y - points[0].y)\n ? Direction.ROW\n : Direction.COLUMN)\n );\n const step = new StepClosed(segContext, t, startPoint);\n\n genStepTypeSegments(step, points);\n\n return segContext;\n}\n"]}
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@@ -2,4 +2,4 @@ import type { ICustomPath2D } from '../../interface';
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2
2
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export declare function segments(x: number, y: number, rx: number, ry: number, large: number, sweep: number, rotateX: number, ox: number, oy: number): number[][];
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3
3
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export declare function bezier(params: number[]): number[];
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4
4
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export declare function drawArc(context: ICustomPath2D, x: number, y: number, coords: [number, number, number, number, number, number, number]): void;
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5
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-
export declare const addArcToBezierPath: (bezierPath: number[], startAngle: number, endAngle: number, cx: number, cy: number, rx: number, ry: number) => void;
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5
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+
export declare const addArcToBezierPath: (bezierPath: number[], startAngle: number, endAngle: number, cx: number, cy: number, rx: number, ry: number, counterclockwise?: boolean) => void;
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package/cjs/common/shape/arc.js
CHANGED
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@@ -41,10 +41,14 @@ function drawArc(context, x, y, coords) {
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41
41
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42
42
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exports.segments = segments, exports.bezier = bezier, exports.drawArc = drawArc;
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43
43
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|
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44
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-
const addArcToBezierPath = (bezierPath, startAngle, endAngle, cx, cy, rx, ry) => {
|
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45
|
-
const
|
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44
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+
const addArcToBezierPath = (bezierPath, startAngle, endAngle, cx, cy, rx, ry, counterclockwise = !1) => {
|
|
45
|
+
const PI2 = 2 * Math.PI, sAngle = (startAngle % PI2 + PI2) % PI2;
|
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46
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+
let deltaAngle, eAngle = (endAngle % PI2 + PI2) % PI2;
|
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47
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+
counterclockwise ? (eAngle >= sAngle && (eAngle -= PI2), deltaAngle = eAngle - sAngle) : (eAngle <= sAngle && (eAngle += PI2),
|
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48
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+
deltaAngle = eAngle - sAngle);
|
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49
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+
const count = Math.ceil(Math.abs(deltaAngle) / (.5 * Math.PI)), stepAngle = deltaAngle / count;
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46
50
|
for (let i = 0; i < count; i++) {
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47
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-
const sa =
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51
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+
const sa = sAngle + stepAngle * i, ea = sAngle + stepAngle * (i + 1), len = 4 / 3 * Math.tan(Math.abs(stepAngle) / 4), c1 = Math.cos(sa), s1 = Math.sin(sa), c2 = Math.cos(ea), s2 = Math.sin(ea), x1 = c1 * rx + cx, y1 = s1 * ry + cy, x4 = c2 * rx + cx, y4 = s2 * ry + cy, sign = counterclockwise ? -1 : 1, hx = rx * len * sign, hy = ry * len * sign;
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48
52
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bezierPath.push(x1 - hx * s1, y1 + hy * c1, x4 + hx * s2, y4 - hy * c2, x4, y4);
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49
53
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}
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50
54
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};
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@@ -1 +1 @@
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1
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-
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{ degreeToRadian, halfPi, tau } from '@visactor/vutils';\nimport type { ICustomPath2D } from '../../interface';\n\n// const segmentCache: Record<string, number[][]> = {};\n// const bezierCache: Record<string, [number, number, number, number, number, number]> = {};\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n// 基于d3-shape重构\n// const join = [].join;\n\n// Copied from Inkscape svgtopdf, thanks!\nexport function segments(\n x: number,\n y: number,\n rx: number,\n ry: number,\n large: number,\n sweep: number,\n rotateX: number,\n ox: number,\n oy: number\n) {\n // const key = join.call([x, y, rx, ry, large, sweep, rotateX, ox, oy]);\n // if (segmentCache[key]) {\n // return segmentCache[key];\n // }\n\n const th = degreeToRadian(rotateX);\n const sin_th = Math.sin(th);\n const cos_th = Math.cos(th);\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n const px = cos_th * (ox - x) * 0.5 + sin_th * (oy - y) * 0.5;\n const py = cos_th * (oy - y) * 0.5 - sin_th * (ox - x) * 0.5;\n let pl = (px * px) / (rx * rx) + (py * py) / (ry * ry);\n if (pl > 1) {\n pl = Math.sqrt(pl);\n rx *= pl;\n ry *= pl;\n }\n\n const a00 = cos_th / rx;\n const a01 = sin_th / rx;\n const a10 = -sin_th / ry;\n const a11 = cos_th / ry;\n const x0 = a00 * ox + a01 * oy;\n const y0 = a10 * ox + a11 * oy;\n const x1 = a00 * x + a01 * y;\n const y1 = a10 * x + a11 * y;\n\n const d = (x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0);\n let sfactor_sq = 1 / d - 0.25;\n if (sfactor_sq < 0) {\n sfactor_sq = 0;\n }\n let sfactor = Math.sqrt(sfactor_sq);\n if (sweep === large) {\n sfactor = -sfactor;\n }\n const xc = 0.5 * (x0 + x1) - sfactor * (y1 - y0);\n const yc = 0.5 * (y0 + y1) + sfactor * (x1 - x0);\n\n const th0 = Math.atan2(y0 - yc, x0 - xc);\n const th1 = Math.atan2(y1 - yc, x1 - xc);\n\n let th_arc = th1 - th0;\n if (th_arc < 0 && sweep === 1) {\n th_arc += tau;\n } else if (th_arc > 0 && sweep === 0) {\n th_arc -= tau;\n }\n\n const segs = Math.ceil(Math.abs(th_arc / (halfPi + 0.001)));\n const result = [];\n for (let i = 0; i < segs; ++i) {\n const th2 = th0 + (i * th_arc) / segs;\n const th3 = th0 + ((i + 1) * th_arc) / segs;\n result[i] = [xc, yc, th2, th3, rx, ry, sin_th, cos_th];\n }\n\n return result;\n}\n\nexport function bezier(params: number[]) {\n // const key = join.call(params);\n // if (bezierCache[key]) {\n // return bezierCache[key];\n // }\n\n const cx = params[0];\n const cy = params[1];\n const th0 = params[2];\n const th1 = params[3];\n const rx = params[4];\n const ry = params[5];\n const sin_th = params[6];\n const cos_th = params[7];\n\n const a00 = cos_th * rx;\n const a01 = -sin_th * ry;\n const a10 = sin_th * rx;\n const a11 = cos_th * ry;\n\n const cos_th0 = Math.cos(th0);\n const sin_th0 = Math.sin(th0);\n const cos_th1 = Math.cos(th1);\n const sin_th1 = Math.sin(th1);\n\n const th_half = 0.5 * (th1 - th0);\n const sin_th_h2 = Math.sin(th_half * 0.5);\n const t = ((8 / 3) * sin_th_h2 * sin_th_h2) / Math.sin(th_half);\n const x1 = cx + cos_th0 - t * sin_th0;\n const y1 = cy + sin_th0 + t * cos_th0;\n const x3 = cx + cos_th1;\n const y3 = cy + sin_th1;\n const x2 = x3 + t * sin_th1;\n const y2 = y3 - t * cos_th1;\n\n return [\n a00 * x1 + a01 * y1,\n a10 * x1 + a11 * y1,\n a00 * x2 + a01 * y2,\n a10 * x2 + a11 * y2,\n a00 * x3 + a01 * y3,\n a10 * x3 + a11 * y3\n ];\n}\n\nexport function drawArc(\n context: ICustomPath2D,\n x: number,\n y: number,\n coords: [number, number, number, number, number, number, number]\n) {\n const seg = segments(\n coords[5], // end x\n coords[6], // end y\n coords[0], // radius x\n coords[1], // radius y\n coords[3], // large flag\n coords[4], // sweep flag\n coords[2], // rotation\n x,\n y\n );\n for (let i = 0; i < seg.length; ++i) {\n const bez = bezier(seg[i]);\n context.bezierCurveTo(bez[0], bez[1], bez[2], bez[3], bez[4], bez[5]);\n }\n}\n\n/* 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/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nexport const addArcToBezierPath = (\n bezierPath: number[],\n startAngle: number,\n endAngle: number,\n cx: number,\n cy: number,\n rx: number,\n ry: number\n) => {\n // https://stackoverflow.com/questions/1734745/how-to-create-circle-with-b%C3%A9zier-curves\n const delta = Math.abs(endAngle - startAngle);\n const count = delta > 0.5 * Math.PI ? Math.ceil((2 * delta) / Math.PI) : 1;\n const stepAngle = (endAngle - startAngle) / count;\n\n for (let i = 0; i < count; i++) {\n const sa = startAngle + stepAngle * i;\n const ea = startAngle + stepAngle * (i + 1);\n const len = (Math.tan(Math.abs(stepAngle) / 4) * 4) / 3;\n const dir = ea < sa ? -1 : 1;\n\n const c1 = Math.cos(sa);\n const s1 = Math.sin(sa);\n const c2 = Math.cos(ea);\n const s2 = Math.sin(ea);\n\n const x1 = c1 * rx + cx;\n const y1 = s1 * ry + cy;\n\n const x4 = c2 * rx + cx;\n const y4 = s2 * ry + cy;\n\n const hx = rx * len * dir;\n const hy = ry * len * dir;\n\n bezierPath.push(\n // Move control points on tangent.\n x1 - hx * s1,\n y1 + hy * c1,\n x4 + hx * s2,\n y4 - hy * c2,\n x4,\n y4\n );\n }\n};\n"]}
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{ degreeToRadian, halfPi, tau } from '@visactor/vutils';\nimport type { ICustomPath2D } from '../../interface';\n\n// const segmentCache: Record<string, number[][]> = {};\n// const bezierCache: Record<string, [number, number, number, number, number, number]> = {};\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n// 基于d3-shape重构\n// const join = [].join;\n\n// Copied from Inkscape svgtopdf, thanks!\nexport function segments(\n x: number,\n y: number,\n rx: number,\n ry: number,\n large: number,\n sweep: number,\n rotateX: number,\n ox: number,\n oy: number\n) {\n // const key = join.call([x, y, rx, ry, large, sweep, rotateX, ox, oy]);\n // if (segmentCache[key]) {\n // return segmentCache[key];\n // }\n\n const th = degreeToRadian(rotateX);\n const sin_th = Math.sin(th);\n const cos_th = Math.cos(th);\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n const px = cos_th * (ox - x) * 0.5 + sin_th * (oy - y) * 0.5;\n const py = cos_th * (oy - y) * 0.5 - sin_th * (ox - x) * 0.5;\n let pl = (px * px) / (rx * rx) + (py * py) / (ry * ry);\n if (pl > 1) {\n pl = Math.sqrt(pl);\n rx *= pl;\n ry *= pl;\n }\n\n const a00 = cos_th / rx;\n const a01 = sin_th / rx;\n const a10 = -sin_th / ry;\n const a11 = cos_th / ry;\n const x0 = a00 * ox + a01 * oy;\n const y0 = a10 * ox + a11 * oy;\n const x1 = a00 * x + a01 * y;\n const y1 = a10 * x + a11 * y;\n\n const d = (x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0);\n let sfactor_sq = 1 / d - 0.25;\n if (sfactor_sq < 0) {\n sfactor_sq = 0;\n }\n let sfactor = Math.sqrt(sfactor_sq);\n if (sweep === large) {\n sfactor = -sfactor;\n }\n const xc = 0.5 * (x0 + x1) - sfactor * (y1 - y0);\n const yc = 0.5 * (y0 + y1) + sfactor * (x1 - x0);\n\n const th0 = Math.atan2(y0 - yc, x0 - xc);\n const th1 = Math.atan2(y1 - yc, x1 - xc);\n\n let th_arc = th1 - th0;\n if (th_arc < 0 && sweep === 1) {\n th_arc += tau;\n } else if (th_arc > 0 && sweep === 0) {\n th_arc -= tau;\n }\n\n const segs = Math.ceil(Math.abs(th_arc / (halfPi + 0.001)));\n const result = [];\n for (let i = 0; i < segs; ++i) {\n const th2 = th0 + (i * th_arc) / segs;\n const th3 = th0 + ((i + 1) * th_arc) / segs;\n result[i] = [xc, yc, th2, th3, rx, ry, sin_th, cos_th];\n }\n\n return result;\n}\n\nexport function bezier(params: number[]) {\n // const key = join.call(params);\n // if (bezierCache[key]) {\n // return bezierCache[key];\n // }\n\n const cx = params[0];\n const cy = params[1];\n const th0 = params[2];\n const th1 = params[3];\n const rx = params[4];\n const ry = params[5];\n const sin_th = params[6];\n const cos_th = params[7];\n\n const a00 = cos_th * rx;\n const a01 = -sin_th * ry;\n const a10 = sin_th * rx;\n const a11 = cos_th * ry;\n\n const cos_th0 = Math.cos(th0);\n const sin_th0 = Math.sin(th0);\n const cos_th1 = Math.cos(th1);\n const sin_th1 = Math.sin(th1);\n\n const th_half = 0.5 * (th1 - th0);\n const sin_th_h2 = Math.sin(th_half * 0.5);\n const t = ((8 / 3) * sin_th_h2 * sin_th_h2) / Math.sin(th_half);\n const x1 = cx + cos_th0 - t * sin_th0;\n const y1 = cy + sin_th0 + t * cos_th0;\n const x3 = cx + cos_th1;\n const y3 = cy + sin_th1;\n const x2 = x3 + t * sin_th1;\n const y2 = y3 - t * cos_th1;\n\n return [\n a00 * x1 + a01 * y1,\n a10 * x1 + a11 * y1,\n a00 * x2 + a01 * y2,\n a10 * x2 + a11 * y2,\n a00 * x3 + a01 * y3,\n a10 * x3 + a11 * y3\n ];\n}\n\nexport function drawArc(\n context: ICustomPath2D,\n x: number,\n y: number,\n coords: [number, number, number, number, number, number, number]\n) {\n const seg = segments(\n coords[5], // end x\n coords[6], // end y\n coords[0], // radius x\n coords[1], // radius y\n coords[3], // large flag\n coords[4], // sweep flag\n coords[2], // rotation\n x,\n y\n );\n for (let i = 0; i < seg.length; ++i) {\n const bez = bezier(seg[i]);\n context.bezierCurveTo(bez[0], bez[1], bez[2], bez[3], bez[4], bez[5]);\n }\n}\n\n/* 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/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\n/**\n * 将弧形添加到贝塞尔路径\n * @param bezierPath 贝塞尔路径数组\n * @param startAngle 起始角度\n * @param endAngle 结束角度\n * @param cx 圆心x坐标\n * @param cy 圆心y坐标\n * @param rx x半径\n * @param ry y半径\n * @param counterclockwise 是否逆时针,默认为false(顺时针)\n */\nexport const addArcToBezierPath = (\n bezierPath: number[],\n startAngle: number,\n endAngle: number,\n cx: number,\n cy: number,\n rx: number,\n ry: number,\n counterclockwise: boolean = false\n) => {\n // https://stackoverflow.com/questions/1734745/how-to-create-circle-with-b%C3%A9zier-curves\n\n // 标准化角度到 [0, 2π] 范围\n const PI2 = Math.PI * 2;\n const sAngle = ((startAngle % PI2) + PI2) % PI2;\n let eAngle = ((endAngle % PI2) + PI2) % PI2;\n\n // 确定角度差并进行角度调整\n let deltaAngle;\n if (counterclockwise) {\n // 逆时针时,确保终点角度小于起点角度\n if (eAngle >= sAngle) {\n eAngle -= PI2;\n }\n deltaAngle = eAngle - sAngle;\n } else {\n // 顺时针时,确保终点角度大于起点角度\n if (eAngle <= sAngle) {\n eAngle += PI2;\n }\n deltaAngle = eAngle - sAngle;\n }\n\n // 计算需要分成的段数,每段不超过90度\n const count = Math.ceil(Math.abs(deltaAngle) / (Math.PI * 0.5));\n // 每段的角度增量\n const stepAngle = deltaAngle / count;\n\n // 对每段生成贝塞尔曲线\n for (let i = 0; i < count; i++) {\n const sa = sAngle + stepAngle * i;\n const ea = sAngle + stepAngle * (i + 1);\n\n // 计算贝塞尔控制点的参数\n // 4/3 * tan(θ/4) 是贝塞尔曲线近似圆弧的最佳比例\n const len = (4 / 3) * Math.tan(Math.abs(stepAngle) / 4);\n\n // 计算起点和终点坐标\n const c1 = Math.cos(sa);\n const s1 = Math.sin(sa);\n const c2 = Math.cos(ea);\n const s2 = Math.sin(ea);\n\n const x1 = c1 * rx + cx;\n const y1 = s1 * ry + cy;\n\n const x4 = c2 * rx + cx;\n const y4 = s2 * ry + cy;\n\n // 计算控制点坐标,符号根据方向调整\n const sign = counterclockwise ? -1 : 1;\n const hx = rx * len * sign;\n const hy = ry * len * sign;\n\n // 将贝塞尔曲线点添加到路径\n bezierPath.push(\n x1 - hx * s1, // 第一个控制点x\n y1 + hy * c1, // 第一个控制点y\n x4 + hx * s2, // 第二个控制点x\n y4 - hy * c2, // 第二个控制点y\n x4, // 终点x\n y4 // 终点y\n );\n }\n};\n"]}
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package/cjs/common/split-path.js
CHANGED
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@@ -117,7 +117,7 @@ const samplingPoints = (points, count) => {
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});
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}
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const res = [];
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-
return (0, exports.recursiveCallBinarySplit)(
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+
return (0, exports.recursiveCallBinarySplit)(allPoints, count, res), res;
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};
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exports.splitArea = splitArea;
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