@visactor/vrender 0.10.2 → 0.11.0-alpha.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/common/canvas-utils.js +21 -8
- package/cjs/common/canvas-utils.js.map +1 -1
- package/cjs/common/polygon.d.ts +1 -1
- package/cjs/common/polygon.js +2 -2
- package/cjs/common/polygon.js.map +1 -1
- package/cjs/common/shape/rect.d.ts +1 -1
- package/cjs/common/shape/rect.js +20 -20
- package/cjs/common/shape/rect.js.map +1 -1
- package/cjs/core/stage.js +16 -6
- package/cjs/core/stage.js.map +1 -1
- package/cjs/graphic/config.js +5 -5
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/graphic/graphic.d.ts +1 -0
- package/cjs/graphic/graphic.js +5 -3
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/polygon.js +1 -1
- package/cjs/graphic/polygon.js.map +1 -1
- package/cjs/graphic/rect.js +1 -1
- package/cjs/graphic/rect.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +18 -18
- package/cjs/index.js.map +1 -1
- package/cjs/interface/graphic/glyph.d.ts +1 -1
- package/cjs/interface/graphic/glyph.js.map +1 -1
- package/cjs/interface/graphic/group.d.ts +1 -1
- package/cjs/interface/graphic/group.js.map +1 -1
- package/cjs/interface/graphic/polygon.d.ts +1 -1
- package/cjs/interface/graphic/polygon.js.map +1 -1
- package/cjs/interface/graphic/rect.d.ts +1 -1
- package/cjs/interface/graphic/rect.js.map +1 -1
- package/cjs/interface/stage.d.ts +1 -1
- package/cjs/interface/stage.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/rect-picker.js +3 -3
- package/cjs/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/rect-picker.js +3 -3
- package/cjs/picker/contributions/math-picker/rect-picker.js.map +1 -1
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js +5 -5
- package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/group-render.js +3 -3
- package/cjs/render/contributions/render/group-render.js.map +1 -1
- package/cjs/render/contributions/render/polygon-render.js +3 -3
- package/cjs/render/contributions/render/polygon-render.js.map +1 -1
- package/cjs/render/contributions/render/rect-render.js +3 -3
- package/cjs/render/contributions/render/rect-render.js.map +1 -1
- package/dist/index.js +1 -1
- package/dist/index.min.js +1 -1
- package/es/common/canvas-utils.js +21 -8
- package/es/common/canvas-utils.js.map +1 -1
- package/es/common/polygon.d.ts +1 -1
- package/es/common/polygon.js +2 -2
- package/es/common/polygon.js.map +1 -1
- package/es/common/shape/rect.d.ts +1 -1
- package/es/common/shape/rect.js +20 -20
- package/es/common/shape/rect.js.map +1 -1
- package/es/core/stage.js +16 -6
- package/es/core/stage.js.map +1 -1
- package/es/graphic/config.js +5 -5
- package/es/graphic/config.js.map +1 -1
- package/es/graphic/graphic.d.ts +1 -0
- package/es/graphic/graphic.js +5 -3
- package/es/graphic/graphic.js.map +1 -1
- package/es/graphic/polygon.js +1 -1
- package/es/graphic/polygon.js.map +1 -1
- package/es/graphic/rect.js +1 -1
- package/es/graphic/rect.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/graphic/glyph.d.ts +1 -1
- package/es/interface/graphic/glyph.js.map +1 -1
- package/es/interface/graphic/group.d.ts +1 -1
- package/es/interface/graphic/group.js.map +1 -1
- package/es/interface/graphic/polygon.d.ts +1 -1
- package/es/interface/graphic/polygon.js.map +1 -1
- package/es/interface/graphic/rect.d.ts +1 -1
- package/es/interface/graphic/rect.js.map +1 -1
- package/es/interface/stage.d.ts +1 -1
- package/es/interface/stage.js.map +1 -1
- package/es/picker/contributions/canvas-picker/rect-picker.js +2 -2
- package/es/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
- package/es/picker/contributions/math-picker/rect-picker.js +2 -2
- package/es/picker/contributions/math-picker/rect-picker.js.map +1 -1
- package/es/render/contributions/render/contributions/rect-contribution-render.js +5 -5
- package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
- package/es/render/contributions/render/group-render.js +3 -3
- package/es/render/contributions/render/group-render.js.map +1 -1
- package/es/render/contributions/render/polygon-render.js +2 -2
- package/es/render/contributions/render/polygon-render.js.map +1 -1
- package/es/render/contributions/render/rect-render.js +3 -3
- package/es/render/contributions/render/rect-render.js.map +1 -1
- package/es/tsconfig.tsbuildinfo +1 -1
- package/package.json +4 -4
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@@ -22,35 +22,48 @@ function createColor(context, c, params, offsetX, offsetY) {
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}
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function createLinearGradient(context, color, params, offsetX = 0, offsetY = 0) {
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var _a, _b, _c, _d;
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const bounds = params.AABBBounds;
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if (!bounds) return;
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let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1;
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let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
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if (params.attribute) {
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const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
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if (scaleX * scaleY == 0) return;
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w /= scaleX, h /= scaleY, x /= scaleX, y /= scaleY;
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}
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const
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const canvasGradient = context.createLinearGradient(x + (null !== (_a = color.x0) && void 0 !== _a ? _a : 0) * w, y + (null !== (_b = color.y0) && void 0 !== _b ? _b : 0) * h, x + (null !== (_c = color.x1) && void 0 !== _c ? _c : 1) * w, y + (null !== (_d = color.y1) && void 0 !== _d ? _d : 0) * h);
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return color.stops.forEach((stop => {
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canvasGradient.addColorStop(stop.offset, stop.color);
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})), canvasGradient;
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}
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function createRadialGradient(context, color, params, offsetX = 0, offsetY = 0) {
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var _a, _b, _c, _d, _e, _f;
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const bounds = params.AABBBounds;
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if (!bounds) return;
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let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1;
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let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
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if (params.attribute) {
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const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
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if (scaleX * scaleY == 0) return;
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x /= scaleX, y /= scaleY, w /= scaleX, h /= scaleY;
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}
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const canvasGradient = context.createRadialGradient(x + (null !== (_a = color.x0) && void 0 !== _a ? _a : .5) * w, y + (null !== (_b = color.y0) && void 0 !== _b ? _b : .5) * h, Math.max(w, h) * (null !== (_c = color.r0) && void 0 !== _c ? _c : 0), x + (null !== (_d = color.x1) && void 0 !== _d ? _d : .5) * w, y + (null !== (_e = color.y1) && void 0 !== _e ? _e : .5) * h, Math.max(w, h) * (null !== (_f = color.r1) && void 0 !== _f ? _f : .5));
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return color.stops.forEach((stop => {
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canvasGradient.addColorStop(stop.offset, stop.color);
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})), canvasGradient;
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}
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function createConicGradient(context, color, params, offsetX = 0, offsetY = 0) {
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var _a, _b;
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let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
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if (params.attribute) {
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const {scaleX: scaleX = 1, scaleY: scaleY = 1} = params.attribute;
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if (scaleX * scaleY == 0) return;
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w /= scaleX, h /= scaleY, x /= scaleX, y /= scaleY;
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}
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const canvasGradient = context.createConicGradient(x + (null !== (_a = color.x) && void 0 !== _a ? _a : 0) * w, y + (null !== (_b = color.y) && void 0 !== _b ? _b : 0) * h, color.startAngle, color.endAngle);
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return color.stops.forEach((stop => {
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canvasGradient.addColorStop(stop.offset, stop.color);
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})), canvasGradient.GetPattern(w + x, h + y, undefined);
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{ IColor, IConicalGradient, ILinearGradient, IRadialGradient } from '../interface/color';\nimport { ICommonStyleParams, IContext2d, ITransform } from '../interface';\nimport { IBoundsLike, IMatrix, isArray } from '@visactor/vutils';\n\nexport function getScaledStroke(context: IContext2d, width: number, dpr: number) {\n let strokeWidth = width;\n const { a, b, c, d } = context.currentMatrix;\n const scaleX = Math.sign(a) * Math.sqrt(a * a + b * b);\n const scaleY = Math.sign(d) * Math.sqrt(c * c + d * d);\n // 如果没有scaleX和scaleY,那么认为什么都不用绘制\n if (scaleX + scaleY === 0) {\n return 0;\n }\n strokeWidth = (strokeWidth / Math.abs(scaleX + scaleY)) * 2 * dpr;\n return strokeWidth;\n}\n\nexport function createColor(\n context: IContext2d,\n c: string | IColor | Array<string | IColor> | boolean,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number,\n offsetY: number\n): string | CanvasGradient {\n if (!c || c === true) {\n return 'black';\n }\n let result: string | CanvasGradient | undefined;\n let color: string | IColor;\n if (isArray(c)) {\n for (let i = 0; i < c.length; i++) {\n color = c[i];\n if (color) {\n break;\n }\n }\n } else {\n color = c;\n }\n if (typeof color === 'string') {\n return color;\n }\n if (color.gradient === 'linear') {\n result = createLinearGradient(context, color, params, offsetX, offsetY);\n } else if (color.gradient === 'conical') {\n result = createConicGradient(context, color, params, offsetX, offsetY);\n } else if (color.gradient === 'radial') {\n result = createRadialGradient(context, color, params, offsetX, offsetY);\n }\n return result || 'orange';\n}\n\nfunction createLinearGradient(\n context: IContext2d,\n color: ILinearGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n w /= scaleX;\n h /= scaleY;\n }\n const x = bounds.x1 - offsetX;\n const y = bounds.y1 - offsetY;\n const canvasGradient = context.createLinearGradient(\n x + (color.x0 || 0) * w,\n y + (color.y0 || 0) * h,\n x + (color.x1 || 1) * w,\n y + (color.y1 || 0) * h\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createRadialGradient(\n context: IContext2d,\n color: IRadialGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n const x = (bounds.x1 - offsetX) / scaleX;\n const y = (bounds.y1 - offsetY) / scaleY;\n if (params.attribute) {\n w /= scaleX;\n h /= scaleY;\n }\n const canvasGradient = context.createRadialGradient(\n x + (color.x0 || 0.5) * w,\n y + (color.y0 || 0.5) * h,\n Math.max(w, h) * (color.r0 || 0),\n x + (color.x1 || 0.5) * w,\n y + (color.y1 || 0.5) * h,\n Math.max(w, h) * (color.r1 || 0.5)\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createConicGradient(\n context: IContext2d,\n color: IConicalGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n const w = bounds.x2 - bounds.x1;\n const h = bounds.y2 - bounds.y1;\n const x = bounds.x1 || 0 - offsetX;\n const y = bounds.y1 || 0 - offsetY;\n\n const canvasGradient = context.createConicGradient(\n x + (color.x || 0) * w,\n y + (color.y || 0) * h,\n color.startAngle,\n color.endAngle\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n\n let deltaAngle;\n return (canvasGradient as any).GetPattern(w + x, h + y, deltaAngle);\n}\n"]}
|
|
1
|
+
{"version":3,"sources":["../../src/common/canvas-utils.ts"],"names":[],"mappings":";;;AAEA,6CAAiE;AAEjE,SAAgB,eAAe,CAAC,OAAmB,EAAE,KAAa,EAAE,GAAW;IAC7E,IAAI,WAAW,GAAG,KAAK,CAAC;IACxB,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,OAAO,CAAC,aAAa,CAAC;IAC7C,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;IACvD,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;IAEvD,IAAI,MAAM,GAAG,MAAM,KAAK,CAAC,EAAE;QACzB,OAAO,CAAC,CAAC;KACV;IACD,WAAW,GAAG,CAAC,WAAW,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,CAAC;IAClE,OAAO,WAAW,CAAC;AACrB,CAAC;AAXD,0CAWC;AAED,SAAgB,WAAW,CACzB,OAAmB,EACnB,CAAqD,EACrD,MAAqE,EACrE,OAAe,EACf,OAAe;IAEf,IAAI,CAAC,CAAC,IAAI,CAAC,KAAK,IAAI,EAAE;QACpB,OAAO,OAAO,CAAC;KAChB;IACD,IAAI,MAA2C,CAAC;IAChD,IAAI,KAAsB,CAAC;IAC3B,IAAI,IAAA,gBAAO,EAAC,CAAC,CAAC,EAAE;QACd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACjC,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC;YACb,IAAI,KAAK,EAAE;gBACT,MAAM;aACP;SACF;KACF;SAAM;QACL,KAAK,GAAG,CAAC,CAAC;KACX;IACD,IAAI,OAAO,KAAK,KAAK,QAAQ,EAAE;QAC7B,OAAO,KAAK,CAAC;KACd;IACD,IAAI,KAAK,CAAC,QAAQ,KAAK,QAAQ,EAAE;QAC/B,MAAM,GAAG,oBAAoB,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;KACzE;SAAM,IAAI,KAAK,CAAC,QAAQ,KAAK,SAAS,EAAE;QACvC,MAAM,GAAG,mBAAmB,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;KACxE;SAAM,IAAI,KAAK,CAAC,QAAQ,KAAK,QAAQ,EAAE;QACtC,MAAM,GAAG,oBAAoB,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC;KACzE;IACD,OAAO,MAAM,IAAI,QAAQ,CAAC;AAC5B,CAAC;AAjCD,kCAiCC;AAED,SAAS,oBAAoB,CAC3B,OAAmB,EACnB,KAAsB,EACtB,MAAqE,EACrE,UAAkB,CAAC,EACnB,UAAkB,CAAC;;IAEnB,MAAM,MAAM,GAAG,MAAM,CAAC,UAAU,CAAC;IACjC,IAAI,CAAC,MAAM,EAAE;QACX,OAAO;KACR;IACD,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;IAC9B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;IAC9B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,OAAO,CAAC;IAC5B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,OAAO,CAAC;IAC5B,IAAI,MAAM,CAAC,SAAS,EAAE;QACpB,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,SAAS,CAAC;QACpD,IAAI,MAAM,GAAG,MAAM,KAAK,CAAC,EAAE;YACzB,OAAO;SACR;QACD,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;KACb;IAED,MAAM,cAAc,GAAG,OAAO,CAAC,oBAAoB,CACjD,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,CAAC,CAAC,GAAG,CAAC,EACvB,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,CAAC,CAAC,GAAG,CAAC,EACvB,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,CAAC,CAAC,GAAG,CAAC,EACvB,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,CAAC,CAAC,GAAG,CAAC,CACxB,CAAC;IACF,KAAK,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;QACzB,cAAc,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IACvD,CAAC,CAAC,CAAC;IACH,OAAO,cAAc,CAAC;AACxB,CAAC;AAED,SAAS,oBAAoB,CAC3B,OAAmB,EACnB,KAAsB,EACtB,MAAqE,EACrE,UAAkB,CAAC,EACnB,UAAkB,CAAC;;IAEnB,MAAM,MAAM,GAAG,MAAM,CAAC,UAAU,CAAC;IACjC,IAAI,CAAC,MAAM,EAAE;QACX,OAAO;KACR;IACD,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;IAC9B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;IAC9B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,OAAO,CAAC;IAC5B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,OAAO,CAAC;IAC5B,IAAI,MAAM,CAAC,SAAS,EAAE;QACpB,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,SAAS,CAAC;QACpD,IAAI,MAAM,GAAG,MAAM,KAAK,CAAC,EAAE;YACzB,OAAO;SACR;QACD,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;KACb;IACD,MAAM,cAAc,GAAG,OAAO,CAAC,oBAAoB,CACjD,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,GAAG,CAAC,GAAG,CAAC,EACzB,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,GAAG,CAAC,GAAG,CAAC,EACzB,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,CAAC,CAAC,EAChC,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,GAAG,CAAC,GAAG,CAAC,EACzB,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,GAAG,CAAC,GAAG,CAAC,EACzB,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,EAAE,mCAAI,GAAG,CAAC,CACnC,CAAC;IACF,KAAK,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;QACzB,cAAc,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IACvD,CAAC,CAAC,CAAC;IACH,OAAO,cAAc,CAAC;AACxB,CAAC;AAED,SAAS,mBAAmB,CAC1B,OAAmB,EACnB,KAAuB,EACvB,MAAqE,EACrE,UAAkB,CAAC,EACnB,UAAkB,CAAC;;IAEnB,MAAM,MAAM,GAAG,MAAM,CAAC,UAAU,CAAC;IACjC,IAAI,CAAC,MAAM,EAAE;QACX,OAAO;KACR;IACD,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;IAC9B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,MAAM,CAAC,EAAE,CAAC;IAC9B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,OAAO,CAAC;IAC5B,IAAI,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,OAAO,CAAC;IAC5B,IAAI,MAAM,CAAC,SAAS,EAAE;QACpB,MAAM,EAAE,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,SAAS,CAAC;QACpD,IAAI,MAAM,GAAG,MAAM,KAAK,CAAC,EAAE;YACzB,OAAO;SACR;QACD,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;QACZ,CAAC,IAAI,MAAM,CAAC;KACb;IAED,MAAM,cAAc,GAAG,OAAO,CAAC,mBAAmB,CAChD,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,CAAC,mCAAI,CAAC,CAAC,GAAG,CAAC,EACtB,CAAC,GAAG,CAAC,MAAA,KAAK,CAAC,CAAC,mCAAI,CAAC,CAAC,GAAG,CAAC,EACtB,KAAK,CAAC,UAAU,E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{ IColor, IConicalGradient, ILinearGradient, IRadialGradient } from '../interface/color';\nimport { ICommonStyleParams, IContext2d, ITransform } from '../interface';\nimport { IBoundsLike, IMatrix, isArray } from '@visactor/vutils';\n\nexport function getScaledStroke(context: IContext2d, width: number, dpr: number) {\n let strokeWidth = width;\n const { a, b, c, d } = context.currentMatrix;\n const scaleX = Math.sign(a) * Math.sqrt(a * a + b * b);\n const scaleY = Math.sign(d) * Math.sqrt(c * c + d * d);\n // 如果没有scaleX和scaleY,那么认为什么都不用绘制\n if (scaleX + scaleY === 0) {\n return 0;\n }\n strokeWidth = (strokeWidth / Math.abs(scaleX + scaleY)) * 2 * dpr;\n return strokeWidth;\n}\n\nexport function createColor(\n context: IContext2d,\n c: string | IColor | Array<string | IColor> | boolean,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number,\n offsetY: number\n): string | CanvasGradient {\n if (!c || c === true) {\n return 'black';\n }\n let result: string | CanvasGradient | undefined;\n let color: string | IColor;\n if (isArray(c)) {\n for (let i = 0; i < c.length; i++) {\n color = c[i];\n if (color) {\n break;\n }\n }\n } else {\n color = c;\n }\n if (typeof color === 'string') {\n return color;\n }\n if (color.gradient === 'linear') {\n result = createLinearGradient(context, color, params, offsetX, offsetY);\n } else if (color.gradient === 'conical') {\n result = createConicGradient(context, color, params, offsetX, offsetY);\n } else if (color.gradient === 'radial') {\n result = createRadialGradient(context, color, params, offsetX, offsetY);\n }\n return result || 'orange';\n}\n\nfunction createLinearGradient(\n context: IContext2d,\n color: ILinearGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n if (scaleX * scaleY === 0) {\n return;\n }\n w /= scaleX;\n h /= scaleY;\n x /= scaleX;\n y /= scaleY;\n }\n\n const canvasGradient = context.createLinearGradient(\n x + (color.x0 ?? 0) * w,\n y + (color.y0 ?? 0) * h,\n x + (color.x1 ?? 1) * w,\n y + (color.y1 ?? 0) * h\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createRadialGradient(\n context: IContext2d,\n color: IRadialGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n if (scaleX * scaleY === 0) {\n return;\n }\n x /= scaleX;\n y /= scaleY;\n w /= scaleX;\n h /= scaleY;\n }\n const canvasGradient = context.createRadialGradient(\n x + (color.x0 ?? 0.5) * w,\n y + (color.y0 ?? 0.5) * h,\n Math.max(w, h) * (color.r0 ?? 0),\n x + (color.x1 ?? 0.5) * w,\n y + (color.y1 ?? 0.5) * h,\n Math.max(w, h) * (color.r1 ?? 0.5)\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n return canvasGradient;\n}\n\nfunction createConicGradient(\n context: IContext2d,\n color: IConicalGradient,\n params: { AABBBounds?: IBoundsLike; attribute?: Partial<ITransform> },\n offsetX: number = 0,\n offsetY: number = 0\n) {\n const bounds = params.AABBBounds;\n if (!bounds) {\n return;\n }\n let w = bounds.x2 - bounds.x1;\n let h = bounds.y2 - bounds.y1;\n let x = bounds.x1 - offsetX;\n let y = bounds.y1 - offsetY;\n if (params.attribute) {\n const { scaleX = 1, scaleY = 1 } = params.attribute;\n if (scaleX * scaleY === 0) {\n return;\n }\n w /= scaleX;\n h /= scaleY;\n x /= scaleX;\n y /= scaleY;\n }\n\n const canvasGradient = context.createConicGradient(\n x + (color.x ?? 0) * w,\n y + (color.y ?? 0) * h,\n color.startAngle,\n color.endAngle\n );\n color.stops.forEach(stop => {\n canvasGradient.addColorStop(stop.offset, stop.color);\n });\n\n let deltaAngle;\n return (canvasGradient as any).GetPattern(w + x, h + y, deltaAngle);\n}\n"]}
|
package/cjs/common/polygon.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
1
|
import { IPointLike } from '@visactor/vutils';
|
|
2
2
|
import { IPath2D } from '../interface';
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3
3
|
export declare function drawPolygon(path: IPath2D, points: IPointLike[], x: number, y: number): void;
|
|
4
|
-
export declare function drawRoundedPolygon(path: IPath2D, points: IPointLike[], x: number, y: number,
|
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4
|
+
export declare function drawRoundedPolygon(path: IPath2D, points: IPointLike[], x: number, y: number, cornerRadius: number | number[]): void;
|
package/cjs/common/polygon.js
CHANGED
|
@@ -5,11 +5,11 @@ function drawPolygon(path, points, x, y) {
|
|
|
5
5
|
for (let i = 1; i < points.length; i++) path.lineTo(points[i].x + x, points[i].y + y);
|
|
6
6
|
}
|
|
7
7
|
|
|
8
|
-
function drawRoundedPolygon(path, points, x, y,
|
|
8
|
+
function drawRoundedPolygon(path, points, x, y, cornerRadius) {
|
|
9
9
|
var _a;
|
|
10
10
|
if (points.length < 3) drawPolygon(path, points, x, y); else for (let i = 0; i < points.length; i++) {
|
|
11
11
|
const p1 = points[i], angularPoint = points[(i + 1) % points.length], p2 = points[(i + 2) % points.length], dx1 = angularPoint.x - p1.x, dy1 = angularPoint.y - p1.y, dx2 = angularPoint.x - p2.x, dy2 = angularPoint.y - p2.y, angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2, tan = Math.abs(Math.tan(angle));
|
|
12
|
-
let radius = Array.isArray(
|
|
12
|
+
let radius = Array.isArray(cornerRadius) ? null !== (_a = cornerRadius[(i + 1) % points.length]) && void 0 !== _a ? _a : 0 : cornerRadius, segment = radius / tan;
|
|
13
13
|
const length1 = getLength(dx1, dy1), length2 = getLength(dx2, dy2), length = Math.min(length1, length2);
|
|
14
14
|
segment > length && (segment = length, radius = length * tan);
|
|
15
15
|
const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1), p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2), dx = 2 * angularPoint.x - p1Cross.x - p2Cross.x, dy = 2 * angularPoint.y - p1Cross.y - p2Cross.y, L = getLength(dx, dy), circlePoint = getProportionPoint(angularPoint, getLength(segment, radius), L, dx, dy);
|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../src/common/polygon.ts"],"names":[],"mappings":";;;AAWA,SAAgB,WAAW,CAAC,IAAa,EAAE,MAAoB,EAAE,CAAS,EAAE,CAAS;IACnF,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;IAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACtC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;KAC/C;AACH,CAAC;AALD,kCAKC;AAKD,SAAgB,kBAAkB,CAChC,IAAa,EACb,MAAoB,EACpB,CAAS,EACT,CAAS,EACT,YAA+B;;IAE/B,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE;QACrB,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAChC,OAAO;KACR;IAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACtC,MAAM,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;QACrB,MAAM,YAAY,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC;QACrD,MAAM,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC;QAG3C,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAClC,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAGlC,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAClC,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAGlC,MAAM,KAAK,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QAIhE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC;QAGtC,IAAI,MAAM,GAAG,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAA,YAAY,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,mCAAI,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC;QACrG,IAAI,OAAO,GAAG,MAAM,GAAG,GAAG,CAAC;QAG3B,MAAM,OAAO,GAAG,SAAS,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QACpC,MAAM,OAAO,GAAG,SAAS,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAEpC,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;QAE1C,IAAI,OAAO,GAAG,MAAM,EAAE;YACpB,OAAO,GAAG,MAAM,CAAC;YACjB,MAAM,GAAG,MAAM,GAAG,GAAG,CAAC;SACvB;QAID,MAAM,OAAO,GAAG,kBAAkB,CAAC,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC7E,MAAM,OAAO,GAAG,kBAAkB,CAAC,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAI7E,MAAM,EAAE,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QACtD,MAAM,EAAE,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QAEtD,MAAM,CAAC,GAAG,SAAS,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,SAAS,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;QAErC,MAAM,WAAW,GAAG,kBAAkB,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;QAGnE,IAAI,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;QAClF,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;QAGlF,IAAI,UAAU,GAAG,QAAQ,GAAG,UAAU,CAAC;QAGvC,IAAI,UAAU,GAAG,CAAC,EAAE;YAClB,UAAU,GAAG,QAAQ,CAAC;YACtB,UAAU,GAAG,CAAC,UAAU,CAAC;SAC1B;QAED,IAAI,UAAU,GAAG,IAAI,CAAC,EAAE,EAAE;YACxB,UAAU,GAAG,UAAU,GAAG,IAAI,CAAC,EAAE,CAAC;SACnC;QAED,IAAI,CAAC,KAAK,CAAC,EAAE;YACX,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;SAC3C;aAAM;YACL,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;SAC3C;QAED,IAAI,UAAU,EAAE;YACd,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,EAAE,YAAY,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC;SAC1F;QAED,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;KAC3C;AACH,CAAC;AA3FD,gDA2FC;AAED,SAAS,SAAS,CAAC,EAAU,EAAE,EAAU;IACvC,OAAO,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC;AACtC,CAAC;AAED,SAAS,kBAAkB,CAAC,KAAiB,EAAE,OAAe,EAAE,MAAc,EAAE,EAAU,EAAE,EAAU;IACpG,MAAM,MAAM,GAAG,OAAO,GAAG,MAAM,CAAC;IAEhC,OAAO;QACL,CAAC,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,MAAM;QACxB,CAAC,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,MAAM;KACzB,CAAC;AACJ,CAAC","file":"polygon.js","sourcesContent":["import { IPointLike } from '@visactor/vutils';\nimport { IPath2D } from '../interface';\n\n/**\n * 绘制闭合的常规多边形\n * TODO polygon 图元的xy属性没有意义\n * @param path\n * @param points\n * @param x\n * @param y\n */\nexport function drawPolygon(path: IPath2D, points: IPointLike[], x: number, y: number) {\n path.moveTo(points[0].x + x, points[0].y + y);\n for (let i = 1; i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n
|
|
1
|
+
{"version":3,"sources":["../../src/common/polygon.ts"],"names":[],"mappings":";;;AAWA,SAAgB,WAAW,CAAC,IAAa,EAAE,MAAoB,EAAE,CAAS,EAAE,CAAS;IACnF,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;IAC9C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACtC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;KAC/C;AACH,CAAC;AALD,kCAKC;AAKD,SAAgB,kBAAkB,CAChC,IAAa,EACb,MAAoB,EACpB,CAAS,EACT,CAAS,EACT,YAA+B;;IAE/B,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE;QACrB,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAChC,OAAO;KACR;IAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;QACtC,MAAM,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC;QACrB,MAAM,YAAY,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC;QACrD,MAAM,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC;QAG3C,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAClC,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAGlC,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAClC,MAAM,GAAG,GAAG,YAAY,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;QAGlC,MAAM,KAAK,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QAIhE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC;QAGtC,IAAI,MAAM,GAAG,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAA,YAAY,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,mCAAI,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC;QACrG,IAAI,OAAO,GAAG,MAAM,GAAG,GAAG,CAAC;QAG3B,MAAM,OAAO,GAAG,SAAS,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QACpC,MAAM,OAAO,GAAG,SAAS,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QAEpC,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;QAE1C,IAAI,OAAO,GAAG,MAAM,EAAE;YACpB,OAAO,GAAG,MAAM,CAAC;YACjB,MAAM,GAAG,MAAM,GAAG,GAAG,CAAC;SACvB;QAID,MAAM,OAAO,GAAG,kBAAkB,CAAC,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC7E,MAAM,OAAO,GAAG,kBAAkB,CAAC,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAI7E,MAAM,EAAE,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QACtD,MAAM,EAAE,GAAG,YAAY,CAAC,CAAC,GAAG,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC;QAEtD,MAAM,CAAC,GAAG,SAAS,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;QAC5B,MAAM,CAAC,GAAG,SAAS,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;QAErC,MAAM,WAAW,GAAG,kBAAkB,CAAC,YAAY,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;QAGnE,IAAI,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;QAClF,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;QAGlF,IAAI,UAAU,GAAG,QAAQ,GAAG,UAAU,CAAC;QAGvC,IAAI,UAAU,GAAG,CAAC,EAAE;YAClB,UAAU,GAAG,QAAQ,CAAC;YACtB,UAAU,GAAG,CAAC,UAAU,CAAC;SAC1B;QAED,IAAI,UAAU,GAAG,IAAI,CAAC,EAAE,EAAE;YACxB,UAAU,GAAG,UAAU,GAAG,IAAI,CAAC,EAAE,CAAC;SACnC;QAED,IAAI,CAAC,KAAK,CAAC,EAAE;YACX,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;SAC3C;aAAM;YACL,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;SAC3C;QAED,IAAI,UAAU,EAAE;YACd,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,GAAG,CAAC,EAAE,YAAY,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,MAAM,CAAC,CAAC;SAC1F;QAED,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;KAC3C;AACH,CAAC;AA3FD,gDA2FC;AAED,SAAS,SAAS,CAAC,EAAU,EAAE,EAAU;IACvC,OAAO,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC;AACtC,CAAC;AAED,SAAS,kBAAkB,CAAC,KAAiB,EAAE,OAAe,EAAE,MAAc,EAAE,EAAU,EAAE,EAAU;IACpG,MAAM,MAAM,GAAG,OAAO,GAAG,MAAM,CAAC;IAEhC,OAAO;QACL,CAAC,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,MAAM;QACxB,CAAC,EAAE,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,MAAM;KACzB,CAAC;AACJ,CAAC","file":"polygon.js","sourcesContent":["import { IPointLike } from '@visactor/vutils';\nimport { IPath2D } from '../interface';\n\n/**\n * 绘制闭合的常规多边形\n * TODO polygon 图元的xy属性没有意义\n * @param path\n * @param points\n * @param x\n * @param y\n */\nexport function drawPolygon(path: IPath2D, points: IPointLike[], x: number, y: number) {\n path.moveTo(points[0].x + x, points[0].y + y);\n for (let i = 1; i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n cornerRadius: number | number[]\n) {\n if (points.length < 3) {\n drawPolygon(path, points, x, y);\n return;\n }\n\n for (let i = 0; i < points.length; i++) {\n const p1 = points[i];\n const angularPoint = points[(i + 1) % points.length];\n const p2 = points[(i + 2) % points.length];\n\n //Vector 1\n const dx1 = angularPoint.x - p1.x;\n const dy1 = angularPoint.y - p1.y;\n\n //Vector 2\n const dx2 = angularPoint.x - p2.x;\n const dy2 = angularPoint.y - p2.y;\n\n //Angle between vector 1 and vector 2 divided by 2\n const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;\n\n // The length of segment between angular point and the\n // points of intersection with the circle of a given radius\n const tan = Math.abs(Math.tan(angle));\n\n // get config radius\n let radius = Array.isArray(cornerRadius) ? cornerRadius[(i + 1) % points.length] ?? 0 : cornerRadius;\n let segment = radius / tan;\n\n //Check the segment\n const length1 = getLength(dx1, dy1);\n const length2 = getLength(dx2, dy2);\n\n const length = Math.min(length1, length2);\n\n if (segment > length) {\n segment = length;\n radius = length * tan;\n }\n\n // Points of intersection are calculated by the proportion between\n // the coordinates of the vector, length of vector and the length of the segment.\n const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1);\n const p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2);\n\n // Calculation of the coordinates of the circle\n // center by the addition of angular vectors.\n const dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;\n const dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;\n\n const L = getLength(dx, dy);\n const d = getLength(segment, radius);\n\n const circlePoint = getProportionPoint(angularPoint, d, L, dx, dy);\n\n //StartAngle and EndAngle of arc\n let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);\n const endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);\n\n //Sweep angle\n let sweepAngle = endAngle - startAngle;\n\n //Some additional checks\n if (sweepAngle < 0) {\n startAngle = endAngle;\n sweepAngle = -sweepAngle;\n }\n\n if (sweepAngle > Math.PI) {\n sweepAngle = sweepAngle - Math.PI;\n }\n\n if (i === 0) {\n path.moveTo(p1Cross.x + x, p1Cross.y + y);\n } else {\n path.lineTo(p1Cross.x + x, p1Cross.y + y);\n }\n\n if (sweepAngle) {\n path.arcTo(angularPoint.x + x, angularPoint.y + y, p2Cross.x + x, p2Cross.y + y, radius);\n }\n\n path.lineTo(p2Cross.x + x, p2Cross.y + y);\n }\n}\n\nfunction getLength(dx: number, dy: number) {\n return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction getProportionPoint(point: IPointLike, segment: number, length: number, dx: number, dy: number) {\n const factor = segment / length;\n\n return {\n x: point.x - dx * factor,\n y: point.y - dy * factor\n };\n}\n"]}
|
|
@@ -1,2 +1,2 @@
|
|
|
1
1
|
import { IContext2d, ICustomPath2D } from '../../interface';
|
|
2
|
-
export declare function createRectPath(path: ICustomPath2D | IContext2d, x: number, y: number, width: number, height: number,
|
|
2
|
+
export declare function createRectPath(path: ICustomPath2D | IContext2d, x: number, y: number, width: number, height: number, rectCornerRadius: number | number[]): void | ICustomPath2D | IContext2d;
|
package/cjs/common/shape/rect.js
CHANGED
|
@@ -6,46 +6,46 @@ Object.defineProperty(exports, "__esModule", {
|
|
|
6
6
|
|
|
7
7
|
const vutils_1 = require("@visactor/vutils");
|
|
8
8
|
|
|
9
|
-
function createRectPath(path, x, y, width, height,
|
|
10
|
-
let
|
|
11
|
-
if ((0, vutils_1.isNumber)(
|
|
12
|
-
const
|
|
13
|
-
switch (
|
|
9
|
+
function createRectPath(path, x, y, width, height, rectCornerRadius) {
|
|
10
|
+
let cornerRadius;
|
|
11
|
+
if ((0, vutils_1.isNumber)(rectCornerRadius, !0)) cornerRadius = [ rectCornerRadius, rectCornerRadius, rectCornerRadius, rectCornerRadius ]; else if (Array.isArray(rectCornerRadius)) {
|
|
12
|
+
const cornerRadiusArr = rectCornerRadius;
|
|
13
|
+
switch (cornerRadiusArr.length) {
|
|
14
14
|
case 0:
|
|
15
|
-
|
|
15
|
+
cornerRadius = [ 0, 0, 0, 0 ];
|
|
16
16
|
break;
|
|
17
17
|
|
|
18
18
|
case 1:
|
|
19
|
-
|
|
19
|
+
cornerRadius = [ cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0] ];
|
|
20
20
|
break;
|
|
21
21
|
|
|
22
22
|
case 2:
|
|
23
23
|
case 3:
|
|
24
|
-
|
|
24
|
+
cornerRadius = [ cornerRadiusArr[0], cornerRadiusArr[1], cornerRadiusArr[0], cornerRadiusArr[1] ];
|
|
25
25
|
break;
|
|
26
26
|
|
|
27
27
|
default:
|
|
28
|
-
|
|
28
|
+
cornerRadius = cornerRadiusArr.slice(0, 5);
|
|
29
29
|
}
|
|
30
|
-
} else
|
|
31
|
-
if (width < 0 || Math.abs(
|
|
32
|
-
const [leftTop, rightTop, rightBottom, leftBottom] = [ [ x, y ], [ x + width, y ], [ x + width, y + height ], [ x, y + height ] ],
|
|
30
|
+
} else cornerRadius = [ 0, 0, 0, 0 ];
|
|
31
|
+
if (width < 0 || Math.abs(cornerRadius[0]) + Math.abs(cornerRadius[1]) + Math.abs(cornerRadius[2]) + Math.abs(cornerRadius[3]) < 1e-12) return path.rect(x, y, width, height);
|
|
32
|
+
const [leftTop, rightTop, rightBottom, leftBottom] = [ [ x, y ], [ x + width, y ], [ x + width, y + height ], [ x, y + height ] ], maxCornerRadius = Math.min(width / 2, height / 2), _cornerRadius = [ Math.min(maxCornerRadius, cornerRadius[0]), Math.min(maxCornerRadius, cornerRadius[1]), Math.min(maxCornerRadius, cornerRadius[2]), Math.min(maxCornerRadius, cornerRadius[3]) ], leftTopPoint1 = [ leftTop[0] + _cornerRadius[0], leftTop[1] ], leftTopPoint2 = [ leftTop[0], leftTop[1] + _cornerRadius[0] ], rightTopPoint1 = [ rightTop[0] - _cornerRadius[1], rightTop[1] ], rightTopPoint2 = [ rightTop[0], rightTop[1] + _cornerRadius[1] ], rightBottomPoint1 = [ rightBottom[0] - _cornerRadius[2], rightBottom[1] ], rightBottomPoint2 = [ rightBottom[0], rightBottom[1] - _cornerRadius[2] ], leftBottomPoint1 = [ leftBottom[0] + _cornerRadius[3], leftBottom[1] ], leftBottomPoint2 = [ leftBottom[0], leftBottom[1] - _cornerRadius[3] ];
|
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33
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if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
|
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34
34
|
!(0, vutils_1.arrayEqual)(rightTopPoint1, rightTopPoint2)) {
|
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35
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-
const centerX = rightTopPoint1[0], centerY = rightTopPoint1[1] +
|
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36
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-
path.arc(centerX, centerY,
|
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35
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+
const centerX = rightTopPoint1[0], centerY = rightTopPoint1[1] + _cornerRadius[1];
|
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36
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+
path.arc(centerX, centerY, _cornerRadius[1], Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX), Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX), !1);
|
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37
37
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}
|
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38
38
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if (path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]), !(0, vutils_1.arrayEqual)(rightBottomPoint1, rightBottomPoint2)) {
|
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39
|
-
const centerX = rightBottomPoint2[0] -
|
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40
|
-
path.arc(centerX, centerY,
|
|
39
|
+
const centerX = rightBottomPoint2[0] - _cornerRadius[2], centerY = rightBottomPoint2[1];
|
|
40
|
+
path.arc(centerX, centerY, _cornerRadius[2], Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX), Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX), !1);
|
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41
41
|
}
|
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42
42
|
if (path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]), !(0, vutils_1.arrayEqual)(leftBottomPoint1, leftBottomPoint2)) {
|
|
43
|
-
const centerX = leftBottomPoint1[0], centerY = leftBottomPoint1[1] -
|
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44
|
-
path.arc(centerX, centerY,
|
|
43
|
+
const centerX = leftBottomPoint1[0], centerY = leftBottomPoint1[1] - _cornerRadius[3];
|
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44
|
+
path.arc(centerX, centerY, _cornerRadius[3], Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX), Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX), !1);
|
|
45
45
|
}
|
|
46
46
|
if (path.lineTo(leftTopPoint2[0], leftTopPoint2[1]), !(0, vutils_1.arrayEqual)(leftTopPoint1, leftTopPoint2)) {
|
|
47
|
-
const centerX = leftTopPoint1[0], centerY = leftTopPoint1[1] +
|
|
48
|
-
path.arc(centerX, centerY,
|
|
47
|
+
const centerX = leftTopPoint1[0], centerY = leftTopPoint1[1] + _cornerRadius[0];
|
|
48
|
+
path.arc(centerX, centerY, _cornerRadius[0], Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX), Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX), !1);
|
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49
49
|
}
|
|
50
50
|
return path.closePath(), path;
|
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51
51
|
}
|
|
@@ -1 +1 @@
|
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1
|
-
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{ isNumber, vec2, vec4, arrayEqual } from '@visactor/vutils';\nimport { IContext2d, ICustomPath2D } from '../../interface';\n\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectBorderRadius: number | number[]\n) {\n // 匹配borderRadius\n let borderRadius: vec4;\n if (isNumber(rectBorderRadius, true)) {\n borderRadius = [\n <number>rectBorderRadius,\n <number>rectBorderRadius,\n <number>rectBorderRadius,\n <number>rectBorderRadius\n ];\n } else if (Array.isArray(rectBorderRadius)) {\n const borderRadiusArr: number[] = rectBorderRadius as number[];\n switch (borderRadiusArr.length) {\n case 0:\n borderRadius = [0, 0, 0, 0];\n break;\n case 1:\n borderRadius = [borderRadiusArr[0], borderRadiusArr[0], borderRadiusArr[0], borderRadiusArr[0]];\n break;\n case 2:\n case 3:\n borderRadius = [borderRadiusArr[0], borderRadiusArr[1], borderRadiusArr[0], borderRadiusArr[1]];\n break;\n default:\n borderRadius = borderRadiusArr.slice(0, 5) as [number, number, number, number];\n break;\n }\n } else {\n borderRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 borderRadius 极小时,不绘制 borderRadius\n if (\n width < 0 ||\n Math.abs(borderRadius[0]) + Math.abs(borderRadius[1]) + Math.abs(borderRadius[2]) + Math.abs(borderRadius[3]) <\n 1e-12\n ) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxBorderRadius = Math.min(width / 2, height / 2);\n const _borderRadius: vec4 = [\n Math.min(maxBorderRadius, borderRadius[0]),\n Math.min(maxBorderRadius, borderRadius[1]),\n Math.min(maxBorderRadius, borderRadius[2]),\n Math.min(maxBorderRadius, borderRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _borderRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _borderRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _borderRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _borderRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _borderRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _borderRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _borderRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _borderRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _borderRadius[1];\n path.arc(\n centerX,\n centerY,\n _borderRadius[1],\n Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _borderRadius[1]);\n }\n\n path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _borderRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _borderRadius[2],\n Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _borderRadius[2]);\n }\n\n path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _borderRadius[3];\n path.arc(\n centerX,\n centerY,\n _borderRadius[3],\n Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _borderRadius[3]);\n }\n\n path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _borderRadius[0];\n path.arc(\n centerX,\n centerY,\n _borderRadius[0],\n Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX),\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _borderRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
|
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1
|
+
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{ isNumber, vec2, vec4, arrayEqual } from '@visactor/vutils';\nimport { IContext2d, ICustomPath2D } from '../../interface';\n\nexport function createRectPath(\n path: ICustomPath2D | IContext2d,\n x: number,\n y: number,\n width: number,\n height: number,\n rectCornerRadius: number | number[]\n) {\n // 匹配cornerRadius\n let cornerRadius: vec4;\n if (isNumber(rectCornerRadius, true)) {\n cornerRadius = [\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius,\n <number>rectCornerRadius\n ];\n } else if (Array.isArray(rectCornerRadius)) {\n const cornerRadiusArr: number[] = rectCornerRadius as number[];\n switch (cornerRadiusArr.length) {\n case 0:\n cornerRadius = [0, 0, 0, 0];\n break;\n case 1:\n cornerRadius = [cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0], cornerRadiusArr[0]];\n break;\n case 2:\n case 3:\n cornerRadius = [cornerRadiusArr[0], cornerRadiusArr[1], cornerRadiusArr[0], cornerRadiusArr[1]];\n break;\n default:\n cornerRadius = cornerRadiusArr.slice(0, 5) as [number, number, number, number];\n break;\n }\n } else {\n cornerRadius = [0, 0, 0, 0];\n }\n\n // 当宽度小于0 或者 cornerRadius 极小时,不绘制 cornerRadius\n if (\n width < 0 ||\n Math.abs(cornerRadius[0]) + Math.abs(cornerRadius[1]) + Math.abs(cornerRadius[2]) + Math.abs(cornerRadius[3]) <\n 1e-12\n ) {\n return path.rect(x, y, width, height);\n }\n\n const [leftTop, rightTop, rightBottom, leftBottom]: [vec2, vec2, vec2, vec2] = [\n [x, y],\n [x + width, y],\n [x + width, y + height],\n [x, y + height]\n ];\n //\n // *(leftTopPoint1)******************(rightTopPoint1)\n // (leftTopPoint2) (rightTopPoint2)\n // * *\n // * *\n // (leftBottomPoint2) (rightBottomPoint2)\n // *(leftBottomPoint1)***************(rightBottomPoint1)\n //\n const maxCornerRadius = Math.min(width / 2, height / 2);\n const _cornerRadius: vec4 = [\n Math.min(maxCornerRadius, cornerRadius[0]),\n Math.min(maxCornerRadius, cornerRadius[1]),\n Math.min(maxCornerRadius, cornerRadius[2]),\n Math.min(maxCornerRadius, cornerRadius[3])\n ];\n const leftTopPoint1: vec2 = [leftTop[0] + _cornerRadius[0], leftTop[1]];\n const leftTopPoint2: vec2 = [leftTop[0], leftTop[1] + _cornerRadius[0]];\n const rightTopPoint1: vec2 = [rightTop[0] - _cornerRadius[1], rightTop[1]];\n const rightTopPoint2: vec2 = [rightTop[0], rightTop[1] + _cornerRadius[1]];\n const rightBottomPoint1: vec2 = [rightBottom[0] - _cornerRadius[2], rightBottom[1]];\n const rightBottomPoint2: vec2 = [rightBottom[0], rightBottom[1] - _cornerRadius[2]];\n const leftBottomPoint1: vec2 = [leftBottom[0] + _cornerRadius[3], leftBottom[1]];\n const leftBottomPoint2: vec2 = [leftBottom[0], leftBottom[1] - _cornerRadius[3]];\n\n path.moveTo(leftTopPoint1[0], leftTopPoint1[1]);\n path.lineTo(rightTopPoint1[0], rightTopPoint1[1]);\n if (!arrayEqual(rightTopPoint1, rightTopPoint2)) {\n const centerX = rightTopPoint1[0];\n const centerY = rightTopPoint1[1] + _cornerRadius[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[1],\n Math.atan2(rightTopPoint1[1] - centerY, rightTopPoint1[0] - centerX),\n Math.atan2(rightTopPoint2[1] - centerY, rightTopPoint2[0] - centerX),\n false\n );\n // path.arcTo(rightTop[0], rightTop[1], rightTopPoint2[0], rightTopPoint2[1], _cornerRadius[1]);\n }\n\n path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]);\n if (!arrayEqual(rightBottomPoint1, rightBottomPoint2)) {\n const centerX = rightBottomPoint2[0] - _cornerRadius[2];\n const centerY = rightBottomPoint2[1];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[2],\n Math.atan2(rightBottomPoint2[1] - centerY, rightBottomPoint2[0] - centerX),\n Math.atan2(rightBottomPoint1[1] - centerY, rightBottomPoint1[0] - centerX),\n false\n );\n // path.arcTo(rightBottom[0], rightBottom[1], rightBottomPoint1[0], rightBottomPoint1[1], _cornerRadius[2]);\n }\n\n path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]);\n if (!arrayEqual(leftBottomPoint1, leftBottomPoint2)) {\n const centerX = leftBottomPoint1[0];\n const centerY = leftBottomPoint1[1] - _cornerRadius[3];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[3],\n Math.atan2(leftBottomPoint1[1] - centerY, leftBottomPoint1[0] - centerX),\n Math.atan2(leftBottomPoint2[1] - centerY, leftBottomPoint2[0] - centerX),\n false\n );\n // path.arcTo(leftBottom[0], leftBottom[1], leftBottomPoint2[0], leftBottomPoint2[1], _cornerRadius[3]);\n }\n\n path.lineTo(leftTopPoint2[0], leftTopPoint2[1]);\n if (!arrayEqual(leftTopPoint1, leftTopPoint2)) {\n const centerX = leftTopPoint1[0];\n const centerY = leftTopPoint1[1] + _cornerRadius[0];\n path.arc(\n centerX,\n centerY,\n _cornerRadius[0],\n Math.atan2(leftTopPoint2[1] - centerY, leftTopPoint2[0] - centerX),\n Math.atan2(leftTopPoint1[1] - centerY, leftTopPoint1[0] - centerX),\n false\n );\n // path.arcTo(leftTop[0], leftTop[1], leftTopPoint1[0], leftTopPoint1[1], _cornerRadius[0]);\n }\n path.closePath();\n return path;\n}\n"]}
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package/cjs/core/stage.js
CHANGED
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@@ -119,16 +119,25 @@ class Stage extends graphic_1.Group {
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119
119
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}
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120
120
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}
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121
121
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})), params.autoRender && this.enableAutoRender(), !1 === params.disableDirtyBounds && this.enableDirtyBounds(),
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122
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-
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123
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-
this.
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|
124
|
-
this.
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122
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+
this.hooks.beforeRender.tap("constructor", this.beforeRender), this.hooks.afterRender.tap("constructor", this.afterRender),
|
|
123
|
+
this._beforeRender = params.beforeRender, this._afterRender = params.afterRender,
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124
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+
this.ticker = params.ticker || default_ticker_1.defaultTicker;
|
|
125
125
|
}
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|
126
126
|
set3dOptions(options) {
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|
127
|
-
this.option3d = options;
|
|
128
127
|
const {center: center = {
|
|
129
128
|
x: this.width / 2,
|
|
130
129
|
y: this.height / 2
|
|
131
|
-
}, light: light = {}, alpha: alpha = 0, beta: beta = 0, camera: camera, fieldRatio: fieldRatio = 1, fieldDepth: fieldDepth} = options
|
|
130
|
+
}, light: light = {}, alpha: alpha = 0, beta: beta = 0, camera: camera, fieldRatio: fieldRatio = 1, fieldDepth: fieldDepth} = options;
|
|
131
|
+
this.option3d = Object.assign(Object.assign({}, options), {
|
|
132
|
+
center: center,
|
|
133
|
+
light: light,
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|
134
|
+
alpha: alpha,
|
|
135
|
+
beta: beta,
|
|
136
|
+
camera: camera,
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|
137
|
+
fieldRatio: fieldRatio,
|
|
138
|
+
fieldDepth: fieldDepth
|
|
139
|
+
});
|
|
140
|
+
const {dir: dir = [ 1, 1, -1 ], color: color = "white", ambient: ambient} = light, centerVec3 = [ center.x, center.y, 0 ];
|
|
132
141
|
let cameraX = 0, cameraY = 0, cameraZ = 0;
|
|
133
142
|
camera || (cameraX = Math.sin(alpha) + center.x, cameraY = Math.sin(beta) + center.y,
|
|
134
143
|
cameraZ = Math.cos(alpha) * Math.cos(beta) * 1), this.light = new light_1.DirectionalLight(dir, color, ambient);
|
|
@@ -145,7 +154,8 @@ class Stage extends graphic_1.Group {
|
|
|
145
154
|
up: [ 0, 1, 0 ]
|
|
146
155
|
}
|
|
147
156
|
};
|
|
148
|
-
this.camera ? this.camera.params = cameraParams : this.camera = new camera_1.OrthoCamera(cameraParams)
|
|
157
|
+
this.camera ? this.camera.params = cameraParams : this.camera = new camera_1.OrthoCamera(cameraParams),
|
|
158
|
+
options.enableView3dTransform && this.enableView3dTransform();
|
|
149
159
|
}
|
|
150
160
|
setBeforeRender(cb) {
|
|
151
161
|
this._beforeRender = cb;
|
package/cjs/core/stage.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ AABBBounds, Bounds, IBounds, IBoundsLike, IMatrix, IMatrixLike, Point } from '@visactor/vutils';\nimport {\n IGraphic,\n IGroup,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n Global,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight\n} from '../interface';\nimport { IWindow, Window } from './window';\nimport { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { IDrawContext, IRenderService, RenderService } from '../render';\nimport { Group, Node, Theme } from '../graphic';\nimport { IPickerService, PickerService } from '../picker/picker-service';\nimport { IPluginService, PluginService } from '../plugins/plugin-service';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { ViewTransform3dPlugin } from '../plugins/builtin-plugin/3dview-transform-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { defaultTicker } from '../animate/default-ticker';\nimport { SyncHook } from '../tapable';\nimport { DirectionalLight } from './light';\nimport { OrthoCamera } from './camera';\nimport { ITicker } from '../animate';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n // protected _x: number;\n // protected _y: number;\n // // 窗口的宽高\n // private _width: number;\n // private _height: number;\n // 视口的宽高\n // private _viewWidth: number;\n // private _viewHeight: number;\n protected _viewBox: AABBBounds;\n private _background: string | IColor;\n private _subView: boolean; // 是否是存在子视图\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: SyncHook<[IStage]>;\n afterRender: SyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this._viewBox.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n get viewBox(): AABBBounds {\n return this._viewBox;\n }\n\n get x(): number {\n return this._viewBox.x1;\n }\n set x(x: number) {\n this._viewBox.translate(x - this._viewBox.x1, 0);\n }\n get y(): number {\n return this._viewBox.y1;\n }\n set y(y: number) {\n this._viewBox.translate(0, y - this._viewBox.y1);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this._viewBox.width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this._viewBox.height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n ticker: ITicker;\n\n autoRender: boolean;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n readonly pickerService: IPickerService;\n readonly pluginService: IPluginService;\n private readonly eventSystem?: EventSystem;\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams>) {\n super({});\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = container.get<IGlobal>(Global);\n this.window = container.get<IWindow>(Window);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pickerService = container.get<IPickerService>(PickerService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.pluginService.active(this);\n\n this.window.create({\n width: params.width,\n height: params.height,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this._viewBox = new AABBBounds();\n if (params.viewBox) {\n this._viewBox.setValue(params.viewBox.x1, params.viewBox.y1, params.viewBox.x2, params.viewBox.y2);\n } else {\n this._viewBox.setValue(0, 0, this.width, this.height);\n }\n\n this.renderCount = 0;\n\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n this._subView = !(this._viewBox.width() === this.width && this._viewBox.height() === this.height);\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n if (this.global.supportEvent) {\n this.eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n viewport: {\n viewBox: this._viewBox,\n get x(): number {\n return this.viewBox.x1;\n },\n get y(): number {\n return this.viewBox.y1;\n },\n get width(): number {\n return this.viewBox.width();\n },\n get height(): number {\n return this.viewBox.height();\n }\n }\n });\n }\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n if (params.enableView3dTransform) {\n this.enableView3dTransform();\n }\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.ticker = params.ticker || defaultTicker;\n }\n\n set3dOptions(options: IOption3D) {\n this.option3d = options;\n const {\n center = { x: this.width / 2, y: this.height / 2 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerVec3: vec3 = [center.x, center.y, 0];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + center.x;\n cameraY = Math.sin(beta) + center.y;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n this.light = new DirectionalLight(dir, color, ambient);\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n this.camera = new OrthoCamera(cameraParams);\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n }\n plugin.activate(this.pluginService);\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n const viewBox = this._viewBox;\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string): ILayer {\n // 创建一个默认layer图层\n const layer = new Layer(this, this.global, this.window, {\n main: false,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n }\n sortLayer(cb: (ILayer: ILayer) => number): void {\n throw new Error('暂不支持');\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(this._viewBox, color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n this.ticker.start();\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n (layers || this).forEach<ILayer>((layer, i) => {\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!this.dirtyBounds\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n this.hooks.afterRender.call(this);\n }\n\n protected combineLayersToWindow() {\n this.forEach<ILayer>((layer, i) => {\n layer.combineTo(this.window, {\n clear: i === 0,\n x: this.x,\n y: this.y,\n width: this.viewWidth,\n height: this.viewHeight,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!this.dirtyBounds\n });\n });\n }\n\n renderNextFrame(layers?: ILayer[]): void {\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getRequestAnimationFrame()(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n if (this.nextFrameRenderLayerSet.size) {\n this.ticker.start();\n this.hooks.beforeRender.call(this);\n this.forEach((layer: Layer) => {\n if (this.nextFrameRenderLayerSet.has(layer)) {\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!this.dirtyBounds\n },\n { renderStyle: this.renderStyle, ...(this.lastRenderparams || {}) }\n );\n }\n });\n this.combineLayersToWindow();\n this.hooks.afterRender.call(this);\n this.nextFrameRenderLayerSet.clear();\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this._subView) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): { graphic: IGraphic | null; group: IGroup | null } | false {\n // 暂时不提供layer的pick\n const result = this.pickerService.pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n // 动画相关\n startAnimate(t: number): void {\n throw new Error('暂不支持');\n }\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n this.eventSystem.release();\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n this.window.release();\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n renderTo(window: IWindow, params: { x: number; y: number; width: number; height: number }) {\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n ...params,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!this.dirtyBounds\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true): IWindow {\n const window = container.get<IWindow>(Window);\n if (fullImage) {\n window.create({\n width: this.viewWidth,\n height: this.viewHeight,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n window.create({\n width: Math.min(this.viewWidth, this.window.width - this.x),\n height: Math.min(this.viewHeight, this.window.height - this.y),\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n this.renderTo(window, {\n x: 0,\n y: 0,\n width: window.width,\n height: window.height\n });\n return window;\n }\n\n toCanvas(fullImage: boolean = true): HTMLCanvasElement | null {\n const window = this.renderToNewWindow(fullImage);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode);\n }\n\n getCursor() {\n return this._cursor;\n }\n}\n"]}
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1
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{ AABBBounds, Bounds, IBounds, IBoundsLike, IMatrix, IMatrixLike, Point } from '@visactor/vutils';\nimport {\n IGraphic,\n IGroup,\n IExportType,\n IStage,\n IStageParams,\n ILayer,\n IColor,\n Global,\n IGlobal,\n IOption3D,\n ICamera,\n vec3,\n IDirectionLight\n} from '../interface';\nimport { IWindow, Window } from './window';\nimport { Layer } from './layer';\nimport { EventSystem } from '../event';\nimport { container } from '../container';\nimport { IDrawContext, IRenderService, RenderService } from '../render';\nimport { Group, Node, Theme } from '../graphic';\nimport { IPickerService, PickerService } from '../picker/picker-service';\nimport { IPluginService, PluginService } from '../plugins/plugin-service';\nimport { AutoRenderPlugin } from '../plugins/builtin-plugin/auto-render-plugin';\nimport { ViewTransform3dPlugin } from '../plugins/builtin-plugin/3dview-transform-plugin';\nimport { IncrementalAutoRenderPlugin } from '../plugins/builtin-plugin/incremental-auto-render-plugin';\nimport { DirtyBoundsPlugin } from '../plugins/builtin-plugin/dirty-bounds-plugin';\nimport { defaultTicker } from '../animate/default-ticker';\nimport { SyncHook } from '../tapable';\nimport { DirectionalLight } from './light';\nimport { OrthoCamera } from './camera';\nimport { ITicker } from '../animate';\n\nconst DefaultConfig = {\n WIDTH: 500,\n HEIGHT: 500,\n X: 0,\n Y: 0,\n BACKGROUND: 'white'\n};\n\n/**\n * Stage是一个舞台或一个视口,并不直接对应一个或多个Canvas,逻辑上和Canvas无关\n *\n * 1. Stage对应一个Canvas的整体,Stage的宽高即为Canvas的宽高\n * 2. Stage小于Canvas,Stage作为Canvas某个区域的视口,只管理这个区域\n * 3. 多图层时Stage的多个图层对应多个Canvas\n *\n * 原生环境下Stage可以拥有一个Window或者使用Window的一块区域\n *\n * 【注】如果希望获取完整的Canvas或窗口或者调整窗口信息,请使用Window模块\n */\nexport class Stage extends Group implements IStage {\n declare parent: IStage | null;\n\n // protected _x: number;\n // protected _y: number;\n // // 窗口的宽高\n // private _width: number;\n // private _height: number;\n // 视口的宽高\n // private _viewWidth: number;\n // private _viewHeight: number;\n protected _viewBox: AABBBounds;\n private _background: string | IColor;\n private _subView: boolean; // 是否是存在子视图\n protected nextFrameRenderLayerSet: Set<Layer>;\n protected willNextFrameRender: boolean;\n protected _cursor: string;\n renderCount: number;\n dirtyBounds: IBounds | null;\n option3d?: IOption3D;\n declare light?: IDirectionLight;\n declare camera?: ICamera;\n declare renderStyle?: string;\n\n declare hooks: {\n beforeRender: SyncHook<[IStage]>;\n afterRender: SyncHook<[IStage]>;\n };\n\n set viewBox(b: IBoundsLike) {\n this._viewBox.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n get viewBox(): AABBBounds {\n return this._viewBox;\n }\n\n get x(): number {\n return this._viewBox.x1;\n }\n set x(x: number) {\n this._viewBox.translate(x - this._viewBox.x1, 0);\n }\n get y(): number {\n return this._viewBox.y1;\n }\n set y(y: number) {\n this._viewBox.translate(0, y - this._viewBox.y1);\n }\n get width(): number {\n return this.window.width;\n }\n set width(w: number) {\n this.resize(w, this.height);\n }\n get viewWidth(): number {\n return this._viewBox.width();\n }\n set viewWidth(w: number) {\n this.resizeView(w, this.viewHeight);\n }\n get viewHeight(): number {\n return this._viewBox.height();\n }\n set viewHeight(h: number) {\n this.resizeView(this.viewWidth, h);\n }\n get height(): number {\n return this.window.height;\n }\n set height(h: number) {\n this.resize(this.width, h);\n }\n get dpr(): number {\n return this.window.dpr;\n }\n set dpr(r: number) {\n this.setDpr(r);\n }\n get background(): string | IColor {\n return this._background ?? DefaultConfig.BACKGROUND;\n }\n set background(b: string | IColor) {\n this._background = b;\n }\n get defaultLayer(): ILayer {\n return this.at(0) as unknown as ILayer;\n }\n\n ticker: ITicker;\n\n autoRender: boolean;\n increaseAutoRender: boolean;\n view3dTranform: boolean;\n readonly window: IWindow;\n private readonly global: IGlobal;\n readonly renderService: IRenderService;\n readonly pickerService: IPickerService;\n readonly pluginService: IPluginService;\n private readonly eventSystem?: EventSystem;\n\n protected _beforeRender?: (stage: IStage) => void;\n protected _afterRender?: (stage: IStage) => void;\n protected _afterNextRenderCbs?: ((stage: IStage) => void)[];\n protected lastRenderparams?: Partial<IDrawContext>;\n\n /**\n * 所有属性都具有默认值。\n * Canvas为字符串或者Canvas元素,那么默认图层就会绑定到这个Canvas上\n * 如果不传入Canvas,那么会新建一个Canvas,用户可以通过Window模块管理这个Canvas\n * 1. 如果没有传入宽高,那么默认为canvas宽高,如果传入了宽高则stage使用传入宽高作为视口宽高\n * @param params\n */\n constructor(params: Partial<IStageParams>) {\n super({});\n this.theme = new Theme();\n this.hooks = {\n beforeRender: new SyncHook(['stage']),\n afterRender: new SyncHook(['stage'])\n };\n this.global = container.get<IGlobal>(Global);\n this.window = container.get<IWindow>(Window);\n this.renderService = container.get<IRenderService>(RenderService);\n this.pickerService = container.get<IPickerService>(PickerService);\n this.pluginService = container.get<IPluginService>(PluginService);\n this.pluginService.active(this);\n\n this.window.create({\n width: params.width,\n height: params.height,\n container: params.container,\n dpr: params.dpr || this.global.devicePixelRatio,\n canvasControled: params.canvasControled !== false,\n title: params.title || '',\n canvas: params.canvas\n });\n\n this._viewBox = new AABBBounds();\n if (params.viewBox) {\n this._viewBox.setValue(params.viewBox.x1, params.viewBox.y1, params.viewBox.x2, params.viewBox.y2);\n } else {\n this._viewBox.setValue(0, 0, this.width, this.height);\n }\n\n this.renderCount = 0;\n\n // // 没有传入xy就默认为0\n // this._x = params.x ?? DefaultConfig.X;\n // this._y = params.y ?? DefaultConfig.Y;\n // // 没有传入view的宽高则默认为window的宽高\n // this._viewWidth = params.viewWidth ?? this.window.width;\n // this._viewHeight = params.viewHeight ?? this.window.height;\n this._subView = !(this._viewBox.width() === this.width && this._viewBox.height() === this.height);\n // this._AABBBounds.set(this._x, this._y, this._viewWidth + this._x, this._viewHeight + this._y);\n // 背景色默认为纯白色\n this._background = params.background ?? DefaultConfig.BACKGROUND;\n\n // 创建一个默认layer图层\n this.appendChild(new Layer(this, this.global, this.window, { main: true }));\n\n this.nextFrameRenderLayerSet = new Set();\n this.willNextFrameRender = false;\n this.stage = this;\n this.renderStyle = params.renderStyle;\n\n if (this.global.supportEvent) {\n this.eventSystem = new EventSystem({\n targetElement: this.window,\n resolution: this.window.dpr || this.global.devicePixelRatio,\n rootNode: this as any,\n global: this.global,\n viewport: {\n viewBox: this._viewBox,\n get x(): number {\n return this.viewBox.x1;\n },\n get y(): number {\n return this.viewBox.y1;\n },\n get width(): number {\n return this.viewBox.width();\n },\n get height(): number {\n return this.viewBox.height();\n }\n }\n });\n }\n\n // this.autoRender = params.autoRender;\n if (params.autoRender) {\n this.enableAutoRender();\n }\n // 默认不开启dirtyBounds\n if (params.disableDirtyBounds === false) {\n this.enableDirtyBounds();\n }\n this.hooks.beforeRender.tap('constructor', this.beforeRender);\n this.hooks.afterRender.tap('constructor', this.afterRender);\n this._beforeRender = params.beforeRender;\n this._afterRender = params.afterRender;\n this.ticker = params.ticker || defaultTicker;\n }\n\n set3dOptions(options: IOption3D) {\n const {\n center = { x: this.width / 2, y: this.height / 2 },\n light = {},\n alpha = 0,\n beta = 0,\n camera,\n fieldRatio = 1,\n fieldDepth\n } = options;\n this.option3d = {\n ...options,\n center,\n light,\n alpha,\n beta,\n camera,\n fieldRatio,\n fieldDepth\n };\n const { dir = [1, 1, -1], color = 'white', ambient } = light;\n\n const centerVec3: vec3 = [center.x, center.y, 0];\n const z = 1;\n let cameraX = 0;\n let cameraY = 0;\n let cameraZ = 0;\n if (!camera) {\n cameraX = Math.sin(alpha) + center.x;\n cameraY = Math.sin(beta) + center.y;\n cameraZ = Math.cos(alpha) * Math.cos(beta) * z;\n }\n\n this.light = new DirectionalLight(dir, color, ambient);\n const cameraParams = {\n left: 0,\n right: this.width,\n top: 0,\n bottom: this.height,\n fieldRatio: fieldRatio,\n fieldDepth,\n viewParams: {\n pos: [cameraX, cameraY, cameraZ] as vec3,\n center: centerVec3,\n up: [0, 1, 0] as vec3\n }\n };\n if (this.camera) {\n this.camera.params = cameraParams;\n } else {\n this.camera = new OrthoCamera(cameraParams);\n }\n\n if (options.enableView3dTransform) {\n this.enableView3dTransform();\n }\n }\n\n protected beforeRender = (stage: IStage) => {\n this._beforeRender && this._beforeRender(stage);\n };\n\n protected afterRender = (stage: IStage) => {\n this.renderCount++;\n this._afterRender && this._afterRender(stage);\n this._afterNextRenderCbs && this._afterNextRenderCbs.forEach(cb => cb(stage));\n this._afterNextRenderCbs = null;\n };\n\n setBeforeRender(cb: (stage: IStage) => void) {\n this._beforeRender = cb;\n }\n\n setAfterRender(cb: (stage: IStage) => void) {\n this._afterRender = cb;\n }\n\n afterNextRender(cb: (stage: IStage) => void) {\n if (!this._afterNextRenderCbs) {\n this._afterNextRenderCbs = [];\n }\n this._afterNextRenderCbs.push(cb);\n }\n\n enableView3dTransform() {\n if (this.view3dTranform) {\n return;\n }\n this.view3dTranform = true;\n this.pluginService.register(new ViewTransform3dPlugin());\n }\n\n disableView3dTranform() {\n if (!this.view3dTranform) {\n return;\n }\n this.view3dTranform = false;\n this.pluginService.findPluginsByName('ViewTransform3dPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n\n enableAutoRender() {\n if (this.autoRender) {\n return;\n }\n this.autoRender = true;\n this.pluginService.register(new AutoRenderPlugin());\n }\n disableAutoRender() {\n if (!this.autoRender) {\n return;\n }\n this.autoRender = false;\n this.pluginService.findPluginsByName('AutoRenderPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n enableIncrementalAutoRender() {\n if (this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = true;\n this.pluginService.register(new IncrementalAutoRenderPlugin());\n }\n disableIncrementalAutoRender() {\n if (!this.increaseAutoRender) {\n return;\n }\n this.increaseAutoRender = false;\n this.pluginService.findPluginsByName('IncrementalAutoRenderPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n enableDirtyBounds() {\n if (this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = new Bounds();\n let plugin = this.pluginService.findPluginsByName('DirtyBoundsPlugin')[0];\n if (!plugin) {\n plugin = new DirtyBoundsPlugin();\n this.pluginService.register(plugin);\n }\n plugin.activate(this.pluginService);\n }\n disableDirtyBounds() {\n if (!this.dirtyBounds) {\n return;\n }\n this.dirtyBounds = null;\n this.pluginService.findPluginsByName('DirtyBoundsPlugin').forEach(plugin => {\n plugin.deactivate(this.pluginService);\n });\n }\n\n // /**\n // * stage的appendChild,add\n // * @param node\n // * @returns\n // */\n // appendChild<T extends Node>(node: T): T | null {\n // const layer = this.at(0);\n // if (!layer) {\n // return null;\n // }\n // return layer.appendChild<T>(node);\n // }\n\n protected tryUpdateAABBBounds(): AABBBounds {\n const viewBox = this._viewBox;\n this._AABBBounds.setValue(viewBox.x1, viewBox.y1, viewBox.x2, viewBox.y2);\n return this._AABBBounds;\n }\n\n combineLayer(ILayer1: ILayer, ILayer2: ILayer): ILayer {\n throw new Error('暂不支持');\n }\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer(canvasId?: string): ILayer {\n // 创建一个默认layer图层\n const layer = new Layer(this, this.global, this.window, {\n main: false,\n canvasId\n });\n this.appendChild(layer);\n return layer;\n }\n sortLayer(cb: (ILayer: ILayer) => number): void {\n throw new Error('暂不支持');\n }\n removeLayer(ILayerId: number): ILayer | false {\n return this.removeChild(this.findChildByUid(ILayerId) as IGraphic) as ILayer;\n }\n\n clearViewBox(color?: string) {\n this.window.clearViewBox(this._viewBox, color);\n }\n\n render(layers?: ILayer[], params?: Partial<IDrawContext>): void {\n this.ticker.start();\n this.lastRenderparams = params;\n this.hooks.beforeRender.call(this);\n (layers || this).forEach<ILayer>((layer, i) => {\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!this.dirtyBounds\n },\n { renderStyle: this.renderStyle, ...params }\n );\n });\n this.combineLayersToWindow();\n this.nextFrameRenderLayerSet.clear();\n this.hooks.afterRender.call(this);\n }\n\n protected combineLayersToWindow() {\n this.forEach<ILayer>((layer, i) => {\n layer.combineTo(this.window, {\n clear: i === 0,\n x: this.x,\n y: this.y,\n width: this.viewWidth,\n height: this.viewHeight,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!this.dirtyBounds\n });\n });\n }\n\n renderNextFrame(layers?: ILayer[]): void {\n // 性能优化,避免重复add\n if (this.nextFrameRenderLayerSet.size !== this.childrenCount) {\n (layers || this).forEach<ILayer>((layer: any) => {\n this.nextFrameRenderLayerSet.add(layer);\n });\n }\n if (!this.willNextFrameRender) {\n this.willNextFrameRender = true;\n this.global.getRequestAnimationFrame()(() => {\n this._doRenderInThisFrame(), (this.willNextFrameRender = false);\n });\n }\n }\n\n _doRenderInThisFrame() {\n if (this.nextFrameRenderLayerSet.size) {\n this.ticker.start();\n this.hooks.beforeRender.call(this);\n this.forEach((layer: Layer) => {\n if (this.nextFrameRenderLayerSet.has(layer)) {\n layer.render(\n {\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n updateBounds: !!this.dirtyBounds\n },\n { renderStyle: this.renderStyle, ...(this.lastRenderparams || {}) }\n );\n }\n });\n this.combineLayersToWindow();\n this.hooks.afterRender.call(this);\n this.nextFrameRenderLayerSet.clear();\n }\n }\n\n resizeWindow(w: number, h: number, rerender: boolean = true) {\n this.window.resize(w, h);\n rerender && this.render();\n }\n\n /**\n * 语法糖,如果viewBox和window宽高一样的话,那么会同时缩放window和viewBox\n * @param w\n * @param h\n * @param rerender\n */\n resize(w: number, h: number, rerender: boolean = true): void {\n this.window.resize(w, h);\n this.forEachChildren<ILayer>(c => {\n c.resize(w, h);\n });\n // 如果不是子图的stage,那么认为用户也想要resize view\n if (!this._subView) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n }\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n resizeView(w: number, h: number, rerender: boolean = true) {\n this.viewBox.setValue(this.viewBox.x1, this.viewBox.y1, this.viewBox.x1 + w, this.viewBox.y1 + h);\n this.forEachChildren<ILayer>(c => {\n c.resizeView(w, h);\n });\n // 设置camera\n this.camera && (this.camera.params = { ...this.camera.params, right: this.width, bottom: this.height });\n rerender && this.render();\n }\n setViewBox(viewBox: IBoundsLike, rerender: boolean): void;\n setViewBox(x: number, y: number, w: number, h: number, rerender: boolean): void;\n setViewBox(x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean): void {\n let isRerender: boolean = true;\n\n if (typeof x === 'object') {\n this.viewBox.setValue(x.x1, x.y1, x.x2, x.y2);\n if (y === false) {\n isRerender = false;\n }\n } else {\n this.viewBox.setValue(x, y as number, x + w, (y as number) + h);\n\n if (rerender === false) {\n isRerender = false;\n }\n }\n\n this.forEachChildren<ILayer>(c => {\n c.resizeView(this.viewBox.width(), this.viewBox.height());\n });\n isRerender && this.render();\n }\n setDpr(dpr: number): void {\n // this.window.setDpr(dpr);\n this.forEachChildren<ILayer>(c => {\n c.setDpr(dpr);\n });\n }\n setOrigin(x: number, y: number): void {\n throw new Error('暂不支持');\n }\n export(type: IExportType): HTMLCanvasElement | ImageData {\n throw new Error('暂不支持');\n }\n pick(x: number, y: number): { graphic: IGraphic | null; group: IGroup | null } | false {\n // 暂时不提供layer的pick\n const result = this.pickerService.pick(this.children as unknown as IGraphic[], new Point(x, y), {\n bounds: this.AABBBounds\n });\n if (result?.graphic || result?.group) {\n return result;\n }\n return false;\n }\n\n // 动画相关\n startAnimate(t: number): void {\n throw new Error('暂不支持');\n }\n setToFrame(t: number): void {\n throw new Error('暂不支持');\n }\n\n release() {\n super.release();\n this.eventSystem.release();\n this.pluginService.release();\n this.forEach(layer => {\n layer.release();\n });\n this.window.release();\n }\n\n setStage(stage?: IStage) {\n return;\n // this.stage = this;\n // this.forEachChildren(item => {\n // (item as Layer).setStage(this);\n // });\n }\n\n /**\n * 添加dirty区域,会修改参数b\n * @param b\n * @param matrix\n */\n dirty(b: IBounds, matrix?: IMatrix) {\n if (matrix) {\n b.transformWithMatrix(matrix);\n }\n if (this.dirtyBounds.empty()) {\n this.dirtyBounds.setValue(b.x1, b.y1, b.x2, b.y2);\n }\n this.dirtyBounds.union(b);\n }\n\n renderTo(window: IWindow, params: { x: number; y: number; width: number; height: number }) {\n this.forEachChildren<ILayer>((layer, i) => {\n layer.drawTo(window, {\n ...params,\n renderService: this.renderService,\n background: layer === this.defaultLayer ? this.background : undefined,\n clear: i === 0, // 第一个layer需要clear\n updateBounds: !!this.dirtyBounds\n });\n });\n }\n\n /**\n * 渲染到新的window上去\n * @param fullImage 是否是全量的image,因为可能之前的window有一部分场景树超过window的帧缓冲了\n * @returns\n */\n renderToNewWindow(fullImage: boolean = true): IWindow {\n const window = container.get<IWindow>(Window);\n if (fullImage) {\n window.create({\n width: this.viewWidth,\n height: this.viewHeight,\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n } else {\n window.create({\n width: Math.min(this.viewWidth, this.window.width - this.x),\n height: Math.min(this.viewHeight, this.window.height - this.y),\n dpr: this.window.dpr,\n canvasControled: true,\n offscreen: true,\n title: ''\n });\n }\n\n this.renderTo(window, {\n x: 0,\n y: 0,\n width: window.width,\n height: window.height\n });\n return window;\n }\n\n toCanvas(fullImage: boolean = true): HTMLCanvasElement | null {\n const window = this.renderToNewWindow(fullImage);\n const c = window.getNativeHandler();\n if (c.nativeCanvas) {\n return c.nativeCanvas;\n }\n return null;\n }\n\n setCursor(mode?: string): void {\n this._cursor = mode;\n this.eventSystem.setCursor(mode);\n }\n\n getCursor() {\n return this._cursor;\n }\n}\n"]}
|
package/cjs/graphic/config.js
CHANGED
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@@ -121,7 +121,7 @@ exports.rewriteProto = rewriteProto, exports.DefaultArcAttribute = Object.assign
|
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121
121
|
}), exports.DefaultGroupAttribute = Object.assign(Object.assign({}, exports.DefaultAttribute), {
|
|
122
122
|
width: 0,
|
|
123
123
|
height: 0,
|
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124
|
-
|
|
124
|
+
cornerRadius: 0,
|
|
125
125
|
path: [],
|
|
126
126
|
clip: !1,
|
|
127
127
|
visibleAll: !0
|
|
@@ -129,7 +129,7 @@ exports.rewriteProto = rewriteProto, exports.DefaultArcAttribute = Object.assign
|
|
|
129
129
|
path: "",
|
|
130
130
|
width: 0,
|
|
131
131
|
height: 0,
|
|
132
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-
|
|
132
|
+
cornerRadius: 0,
|
|
133
133
|
clip: !1
|
|
134
134
|
}), exports.DefaultLineAttribute = Object.assign(Object.assign({}, exports.DefaultAttribute), {
|
|
135
135
|
points: [],
|
|
@@ -144,15 +144,15 @@ exports.rewriteProto = rewriteProto, exports.DefaultArcAttribute = Object.assign
|
|
|
144
144
|
}
|
|
145
145
|
}), exports.DefaultPolygonAttribute = Object.assign(Object.assign({}, exports.DefaultAttribute), {
|
|
146
146
|
points: [],
|
|
147
|
-
|
|
147
|
+
cornerRadius: 0
|
|
148
148
|
}), exports.DefaultRectAttribute = Object.assign(Object.assign({}, exports.DefaultAttribute), {
|
|
149
149
|
width: 0,
|
|
150
150
|
height: 0,
|
|
151
|
-
|
|
151
|
+
cornerRadius: 0
|
|
152
152
|
}), exports.DefaultRect3dAttribute = Object.assign(Object.assign({}, exports.DefaultAttribute), {
|
|
153
153
|
width: 0,
|
|
154
154
|
height: 0,
|
|
155
|
-
|
|
155
|
+
cornerRadius: 0,
|
|
156
156
|
length: 0
|
|
157
157
|
}), exports.DefaultSymbolAttribute = Object.assign(Object.assign({}, exports.DefaultAttribute), {
|
|
158
158
|
symbolType: "circle",
|