@visactor/vrender 0.10.1 → 0.10.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/canvas/contributions/modules.js +2 -2
- package/cjs/canvas/contributions/modules.js.map +1 -1
- package/cjs/canvas/contributions/node/canvas.d.ts +48 -0
- package/cjs/canvas/contributions/node/canvas.js +105 -0
- package/cjs/canvas/contributions/node/canvas.js.map +1 -0
- package/cjs/canvas/contributions/node/context.d.ts +7 -0
- package/cjs/canvas/contributions/node/context.js +30 -0
- package/cjs/canvas/contributions/node/context.js.map +1 -0
- package/cjs/canvas/contributions/node/index.d.ts +2 -0
- package/cjs/canvas/contributions/node/index.js +21 -0
- package/cjs/canvas/contributions/node/index.js.map +1 -0
- package/cjs/canvas/contributions/node/modules.d.ts +3 -0
- package/cjs/canvas/contributions/node/modules.js +13 -0
- package/cjs/canvas/contributions/node/modules.js.map +1 -0
- package/cjs/common/canvas-utils.d.ts +2 -1
- package/cjs/common/canvas-utils.js +20 -7
- package/cjs/common/canvas-utils.js.map +1 -1
- package/cjs/core/contributions/env/feishu-contribution.js +1 -1
- package/cjs/core/contributions/env/feishu-contribution.js.map +1 -1
- package/cjs/core/contributions/env/modules.js +2 -1
- package/cjs/core/contributions/env/modules.js.map +1 -1
- package/cjs/core/contributions/env/node-contribution.d.ts +47 -0
- package/cjs/core/contributions/env/node-contribution.js +89 -0
- package/cjs/core/contributions/env/node-contribution.js.map +1 -0
- package/cjs/core/contributions/window/modules.js +3 -2
- package/cjs/core/contributions/window/modules.js.map +1 -1
- package/cjs/core/contributions/window/node-contribution.d.ts +40 -1
- package/cjs/core/contributions/window/node-contribution.js +106 -0
- package/cjs/core/contributions/window/node-contribution.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/interface/context.d.ts +3 -3
- package/cjs/interface/context.js.map +1 -1
- package/cjs/render/contributions/render/path-render.js +3 -3
- package/cjs/render/contributions/render/path-render.js.map +1 -1
- package/cjs/render/contributions/render/symbol-render.js +3 -3
- package/cjs/render/contributions/render/symbol-render.js.map +1 -1
- package/dist/index.js +1 -1
- package/dist/index.min.js +1 -1
- package/es/canvas/contributions/modules.js +3 -1
- package/es/canvas/contributions/modules.js.map +1 -1
- package/es/canvas/contributions/node/canvas.d.ts +48 -0
- package/es/canvas/contributions/node/canvas.js +104 -0
- package/es/canvas/contributions/node/canvas.js.map +1 -0
- package/es/canvas/contributions/node/context.d.ts +7 -0
- package/es/canvas/contributions/node/context.js +31 -0
- package/es/canvas/contributions/node/context.js.map +1 -0
- package/es/canvas/contributions/node/index.d.ts +2 -0
- package/es/canvas/contributions/node/index.js +4 -0
- package/es/canvas/contributions/node/index.js.map +1 -0
- package/es/canvas/contributions/node/modules.d.ts +3 -0
- package/es/canvas/contributions/node/modules.js +13 -0
- package/es/canvas/contributions/node/modules.js.map +1 -0
- package/es/common/canvas-utils.d.ts +2 -1
- package/es/common/canvas-utils.js +20 -7
- package/es/common/canvas-utils.js.map +1 -1
- package/es/core/contributions/env/feishu-contribution.js +1 -1
- package/es/core/contributions/env/feishu-contribution.js.map +1 -1
- package/es/core/contributions/env/modules.js +3 -0
- package/es/core/contributions/env/modules.js.map +1 -1
- package/es/core/contributions/env/node-contribution.d.ts +47 -0
- package/es/core/contributions/env/node-contribution.js +86 -0
- package/es/core/contributions/env/node-contribution.js.map +1 -0
- package/es/core/contributions/window/modules.js +4 -1
- package/es/core/contributions/window/modules.js.map +1 -1
- package/es/core/contributions/window/node-contribution.d.ts +40 -1
- package/es/core/contributions/window/node-contribution.js +108 -0
- package/es/core/contributions/window/node-contribution.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/interface/context.d.ts +3 -3
- package/es/interface/context.js.map +1 -1
- package/es/render/contributions/render/path-render.js +3 -3
- package/es/render/contributions/render/path-render.js.map +1 -1
- package/es/render/contributions/render/symbol-render.js +3 -3
- package/es/render/contributions/render/symbol-render.js.map +1 -1
- package/es/tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
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{ mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { inject, injectable, named } from 'inversify';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, ISymbol, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\nimport { ISymbolRenderContribution, SymbolRenderContribution } from './contributions/symbol-contribution-render';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n declare z: number;\n\n protected _symbolRenderContribitions: ISymbolRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: ContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n fill = symbolAttribute.fill,\n background,\n fillOpacity = symbolAttribute.fillOpacity,\n strokeOpacity = symbolAttribute.strokeOpacity,\n opacity = symbolAttribute.opacity,\n lineWidth = symbolAttribute.lineWidth,\n stroke = symbolAttribute.stroke,\n visible = symbolAttribute.visible\n } = symbol.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(symbol.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (parsedPath.draw(context, size, p.x, p.y) === false) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z) === false) {\n context.closePath();\n }\n }\n\n if (!this._symbolRenderContribitions) {\n this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [];\n this._symbolRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n c.drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, fillCb, strokeCb);\n }\n });\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n context.stroke();\n }\n }\n\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n // let { x = symbolAttribute.x, y = symbolAttribute.y } = symbol.attribute;\n\n // const transMatrix = symbol.transMatrix;\n // const onlyTranslate = transMatrix.onlyTranslate();\n // // 只有translate,那么不设置矩阵,通过xy进行偏移\n // if (onlyTranslate) {\n // const point = symbol.getOffsetXY(symbolAttribute);\n // x += point.x;\n // y += point.y;\n // // 当前context有rotate/scale,重置matrix\n // context.setTransformForCurrent();\n // } else {\n // // 如果存在translate,那么存在三种情况:不需要设置2d矩阵,需要设置2d矩阵,需要修改2d矩阵然后设置\n // // 1. 如果通过3d变换绘制,那么也不需要设置矩阵\n // // 2. 如果缩放等操作依然通过\n\n // const { keepDirIn3d = symbolAttribute.keepDirIn3d, scaleX, scaleY, z } = symbol.attribute;\n // if (context.camera && context.project) {\n // // 如果保持3d视角,那么需要设置2d矩阵,但是需要进行修改,因为通过投影改变位置,但是需要进行2d缩放和旋转变换\n // if (keepDirIn3d) {\n // const p = context.project(x, y, z);\n // context.translate(p.x, p.y, false);\n // context.scale(scaleX, scaleY, false);\n // context.rotate(scaleX, false)\n // context.translate(-p.x, -p.y, false);\n // context.setTransformForCurrent();\n // } else { // 不保持3d视角,所有变换均通过3d矩阵完成,不需要2d的矩阵\n // context.setTransform(1, 0, 0, 1, 0, 0, true);\n // }\n // } else {\n // // 直接设置矩阵即可\n // // 性能较差\n // x = 0;\n // y = 0;\n // context.transformFromMatrix(symbol.transMatrix, true);\n // }\n // }\n\n const data = this.transform(symbol, symbolAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(symbol, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(symbol, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
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{ mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { inject, injectable, named } from 'inversify';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, ISymbol, IThemeAttribute } from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\nimport { ISymbolRenderContribution, SymbolRenderContribution } from './contributions/symbol-contribution-render';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n declare z: number;\n\n protected _symbolRenderContribitions: ISymbolRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: ContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n fill = symbolAttribute.fill,\n background,\n fillOpacity = symbolAttribute.fillOpacity,\n strokeOpacity = symbolAttribute.strokeOpacity,\n opacity = symbolAttribute.opacity,\n lineWidth = symbolAttribute.lineWidth,\n stroke = symbolAttribute.stroke,\n visible = symbolAttribute.visible,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(symbol.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (parsedPath.draw(context, size, p.x, p.y) === false) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z) === false) {\n context.closePath();\n }\n }\n\n if (!this._symbolRenderContribitions) {\n this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [];\n this._symbolRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n c.drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, fillCb, strokeCb);\n }\n });\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(symbol, context, x, y, doFill, doStroke, fVisible, sVisible, symbolAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n // let { x = symbolAttribute.x, y = symbolAttribute.y } = symbol.attribute;\n\n // const transMatrix = symbol.transMatrix;\n // const onlyTranslate = transMatrix.onlyTranslate();\n // // 只有translate,那么不设置矩阵,通过xy进行偏移\n // if (onlyTranslate) {\n // const point = symbol.getOffsetXY(symbolAttribute);\n // x += point.x;\n // y += point.y;\n // // 当前context有rotate/scale,重置matrix\n // context.setTransformForCurrent();\n // } else {\n // // 如果存在translate,那么存在三种情况:不需要设置2d矩阵,需要设置2d矩阵,需要修改2d矩阵然后设置\n // // 1. 如果通过3d变换绘制,那么也不需要设置矩阵\n // // 2. 如果缩放等操作依然通过\n\n // const { keepDirIn3d = symbolAttribute.keepDirIn3d, scaleX, scaleY, z } = symbol.attribute;\n // if (context.camera && context.project) {\n // // 如果保持3d视角,那么需要设置2d矩阵,但是需要进行修改,因为通过投影改变位置,但是需要进行2d缩放和旋转变换\n // if (keepDirIn3d) {\n // const p = context.project(x, y, z);\n // context.translate(p.x, p.y, false);\n // context.scale(scaleX, scaleY, false);\n // context.rotate(scaleX, false)\n // context.translate(-p.x, -p.y, false);\n // context.setTransformForCurrent();\n // } else { // 不保持3d视角,所有变换均通过3d矩阵完成,不需要2d的矩阵\n // context.setTransform(1, 0, 0, 1, 0, 0, true);\n // }\n // } else {\n // // 直接设置矩阵即可\n // // 性能较差\n // x = 0;\n // y = 0;\n // context.transformFromMatrix(symbol.transMatrix, true);\n // }\n // }\n\n const data = this.transform(symbol, symbolAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(symbol, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(symbol, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
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