@visactor/vrender 0.10.3 → 0.11.0-alpha.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/canvas/contributions/browser/context.js +2 -1
- package/cjs/canvas/contributions/browser/context.js.map +1 -1
- package/cjs/common/canvas-utils.js +6 -3
- 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 +21 -21
- package/cjs/common/shape/rect.js.map +1 -1
- package/cjs/core/contributions/env/node-contribution.js +1 -1
- package/cjs/core/contributions/env/node-contribution.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/arc-render.js +3 -3
- package/cjs/render/contributions/render/arc-render.js.map +1 -1
- package/cjs/render/contributions/render/area-render.js +4 -3
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/circle-render.js +3 -3
- package/cjs/render/contributions/render/circle-render.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/line-render.js +3 -2
- package/cjs/render/contributions/render/line-render.js.map +1 -1
- package/cjs/render/contributions/render/polygon-render.js +5 -5
- package/cjs/render/contributions/render/polygon-render.js.map +1 -1
- package/cjs/render/contributions/render/rect-render.js +5 -5
- package/cjs/render/contributions/render/rect-render.js.map +1 -1
- package/cjs/render/contributions/render/text-render.js +5 -5
- package/cjs/render/contributions/render/text-render.js.map +1 -1
- package/dist/index.js +33877 -1
- package/dist/index.min.js +1 -1
- package/es/canvas/contributions/browser/context.js +3 -2
- package/es/canvas/contributions/browser/context.js.map +1 -1
- package/es/common/canvas-utils.js +6 -3
- 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 +23 -21
- package/es/common/shape/rect.js.map +1 -1
- package/es/core/contributions/env/node-contribution.js +1 -1
- package/es/core/contributions/env/node-contribution.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/arc-render.js +3 -3
- package/es/render/contributions/render/arc-render.js.map +1 -1
- package/es/render/contributions/render/area-render.js +4 -3
- package/es/render/contributions/render/area-render.js.map +1 -1
- package/es/render/contributions/render/circle-render.js +3 -3
- package/es/render/contributions/render/circle-render.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/line-render.js +3 -2
- package/es/render/contributions/render/line-render.js.map +1 -1
- package/es/render/contributions/render/polygon-render.js +4 -4
- package/es/render/contributions/render/polygon-render.js.map +1 -1
- package/es/render/contributions/render/rect-render.js +5 -5
- package/es/render/contributions/render/rect-render.js.map +1 -1
- package/es/render/contributions/render/text-render.js +5 -5
- package/es/render/contributions/render/text-render.js.map +1 -1
- package/es/tsconfig.tsbuildinfo +1 -1
- package/package.json +5 -5
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@@ -13,6 +13,7 @@ Object.defineProperty(exports, "__esModule", {
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}), exports.BrowserContext2d = void 0;
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const vutils_1 = require("@visactor/vutils"), inversify_1 = require("inversify"), graphic_1 = require("../../../graphic"), canvas_utils_1 = require("../../../common/canvas-utils"), application_1 = require("../../../application"), matrix_allocate_1 = require("../../../allocator/matrix-allocate"), conical_gradient_1 = require("./conical-gradient"), camera_1 = require("../../../core/camera"), text_1 = require("../../../common/text"), outP = [ 0, 0, 0 ], initMatrix = new vutils_1.Matrix(1, 0, 0, 1, 0, 0), addArcToBezierPath = (bezierPath, startAngle, endAngle, cx, cy, rx, ry, clockwise) => {
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if (clockwise) for (;endAngle > startAngle; ) endAngle -= vutils_1.pi2; else for (;endAngle < startAngle; ) endAngle += vutils_1.pi2;
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const step = vutils_1.pi / 3 * (endAngle > startAngle ? 1 : -1);
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let sa = startAngle, ea = sa;
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for (;ea !== endAngle; ) {
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@@ -226,7 +227,7 @@ let BrowserContext2d = class {
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arc(x, y, radius, startAngle, endAngle, anticlockwise, z) {
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if (z = z || 0, this.camera) {
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const arr = [];
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addArcToBezierPath(arr, startAngle, endAngle, x, y, radius, radius);
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addArcToBezierPath(arr, startAngle, endAngle, x, y, radius, radius, anticlockwise);
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for (let i = 0; i < arr.length; ++i) {
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const bez = arr[i];
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this.bezierCurveTo(bez[0], bez[1], bez[2], bez[3], bez[4], bez[5], z);
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@@ -1 +1 @@
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1
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* 部分源码参考konva\n * MIT License\n\n Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)\n Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\nimport { IPointLike, Matrix, pi, TextMeasure, ITextMeasureSpec } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport { DefaultFillStyle, DefaultStrokeStyle, DefaultTextStyle } from '../../../graphic';\nimport {\n ICamera,\n ICanvas,\n ICommonStyleParams,\n IConicalGradientData,\n IContext2d,\n ISetCommonStyleParams,\n ISetStrokeStyleParams,\n IStrokeStyleParams,\n ITextStyleParams,\n mat4,\n EnvType,\n vec3\n} from '../../../interface';\nimport { createColor, getScaledStroke } from '../../../common/canvas-utils';\nimport { application } from '../../../application';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { createConicalGradient } from './conical-gradient';\nimport { transformMat4 } from '../../../core/camera';\nimport { getContextFont } from '../../../common/text';\n\nconst outP: [number, number, number] = [0, 0, 0];\n\n// https://github.com/konvajs/konva/blob/master/src/Context.ts\nconst initMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n\nconst addArcToBezierPath = (\n bezierPath: Array<number[]>,\n startAngle: number,\n endAngle: number,\n cx: number,\n cy: number,\n rx: number,\n ry: number,\n clockwise: boolean\n) => {\n // https://stackoverflow.com/questions/1734745/how-to-create-circle-with-b%C3%A9zier-curves\n const step = (pi / 3) * (endAngle > startAngle ? 1 : -1);\n let sa = startAngle;\n let ea = sa;\n while (ea !== endAngle) {\n ea = step > 0 ? Math.min(ea + step, endAngle) : Math.max(ea + step, endAngle);\n const delta = Math.abs(ea - sa);\n const len = (Math.tan(delta / 4) * 4) / 3;\n const dir = ea < sa ? -1 : 1;\n\n const c1 = Math.cos(sa);\n const s1 = Math.sin(sa);\n const c2 = Math.cos(ea);\n const s2 = Math.sin(ea);\n\n const x1 = c1 * rx + cx;\n const y1 = s1 * ry + cy;\n\n const x4 = c2 * rx + cx;\n const y4 = s2 * ry + cy;\n\n const hx = rx * len * dir;\n const hy = ry * len * dir;\n\n bezierPath.push([x1 - hx * s1, y1 + hy * c1, x4 + hx * s2, y4 - hy * c2, x4, y4]);\n sa = ea;\n }\n};\n\n@injectable()\nexport class BrowserContext2d implements IContext2d {\n static env: EnvType = 'browser';\n drawPromise?: Promise<any>;\n declare mathTextMeasure: TextMeasure<ITextMeasureSpec>;\n\n declare canvas: ICanvas;\n declare camera?: ICamera;\n modelMatrix?: mat4;\n declare nativeContext: CanvasRenderingContext2D | any;\n declare _inuse: boolean;\n declare stack: Matrix[];\n declare disableFill?: boolean;\n declare disableStroke?: boolean;\n declare disableBeginPath?: boolean;\n protected matrix: Matrix;\n protected applyedMatrix?: Matrix; // 被应用的matrix\n declare fontFamily: string;\n declare fontSize: number;\n // 属性代理\n set fillStyle(d: string | CanvasGradient | CanvasPattern) {\n this.nativeContext.fillStyle = d;\n }\n get fillStyle(): string | CanvasGradient | CanvasPattern {\n return this.nativeContext.fillStyle;\n }\n set font(d: string) {\n this.nativeContext.font = d;\n }\n get font(): string {\n return this.nativeContext.font;\n }\n set globalAlpha(d: number) {\n this.nativeContext.globalAlpha = d;\n }\n get globalAlpha(): number {\n return this.nativeContext.globalAlpha;\n }\n set lineCap(d: CanvasLineCap) {\n this.nativeContext.lineCap = d;\n }\n get lineCap(): CanvasLineCap {\n return this.nativeContext.lineCap;\n }\n set lineDashOffset(d: number) {\n this.nativeContext.lineDashOffset = d;\n }\n get lineDashOffset(): number {\n return this.nativeContext.lineDashOffset;\n }\n set lineJoin(d: CanvasLineJoin) {\n this.nativeContext.lineJoin = d;\n }\n get lineJoin(): CanvasLineJoin {\n return this.nativeContext.lineJoin;\n }\n set lineWidth(d: number) {\n this.nativeContext.lineWidth = d;\n }\n get lineWidth(): number {\n return this.nativeContext.lineWidth;\n }\n set miterLimit(d: number) {\n this.nativeContext.miterLimit = d;\n }\n get miterLimit(): number {\n return this.nativeContext.miterLimit;\n }\n set shadowBlur(d: number) {\n this.nativeContext.shadowBlur = d;\n }\n get shadowBlur(): number {\n return this.nativeContext.shadowBlur;\n }\n set shadowColor(d: string) {\n this.nativeContext.shadowColor = d;\n }\n get shadowColor(): string {\n return this.nativeContext.shadowColor;\n }\n set shadowOffsetX(d: number) {\n this.nativeContext.shadowOffsetX = d;\n }\n get shadowOffsetX(): number {\n return this.nativeContext.shadowOffsetX;\n }\n set shadowOffsetY(d: number) {\n this.nativeContext.shadowOffsetY = d;\n }\n get shadowOffsetY(): number {\n return this.nativeContext.shadowOffsetY;\n }\n set strokeStyle(d: string | CanvasGradient | CanvasPattern) {\n this.nativeContext.strokeStyle = d;\n }\n get strokeStyle(): string | CanvasGradient | CanvasPattern {\n return this.nativeContext.strokeStyle;\n }\n set textAlign(d: CanvasTextAlign) {\n this.nativeContext.textAlign = d;\n }\n get textAlign(): CanvasTextAlign {\n return this.nativeContext.textAlign;\n }\n set textBaseline(d: CanvasTextBaseline) {\n this.nativeContext.textBaseline = d;\n }\n get textBaseline(): CanvasTextBaseline {\n return this.nativeContext.textBaseline;\n }\n\n get inuse(): boolean {\n return !!this._inuse;\n }\n\n set inuse(use: boolean) {\n if (use === !!this._inuse) {\n return;\n }\n this._inuse = use;\n if (use) {\n this.nativeContext.save();\n this.reset();\n } else {\n this.nativeContext.restore();\n }\n }\n\n dpr: number;\n\n constructor(canvas: ICanvas, dpr: number) {\n const context = canvas.nativeCanvas.getContext('2d');\n if (!context) {\n throw new Error('发生错误,获取2d上下文失败');\n }\n this.nativeContext = context;\n this.canvas = canvas;\n this.matrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack = [];\n this.dpr = dpr;\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n }\n\n reset() {\n if (this.stack.length) {\n console.warn('可能存在bug,matrix没有清空');\n }\n this.matrix.setValue(1, 0, 0, 1, 0, 0);\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack.length = 0;\n this.nativeContext.setTransform(1, 0, 0, 1, 0, 0);\n }\n\n getCanvas() {\n return this.canvas;\n }\n\n getContext() {\n return this.nativeContext;\n }\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent(force: boolean = false) {\n // 只作简单判断\n // 增加判断,可以降低80%setTransform调用,降低50%setTransformForCurrent执行时间\n if (!force && this.applyedMatrix.equalToMatrix(this.matrix)) {\n return;\n }\n\n // this.applyedMatrix = this.cloneMatrix(this.matrix);\n // 避免直接使用cloneMatrix,重复创建Matrix,优化GC\n this.applyedMatrix.setValue(\n this.matrix.a,\n this.matrix.b,\n this.matrix.c,\n this.matrix.d,\n this.matrix.e,\n this.matrix.f\n );\n this.nativeContext.setTransform(\n this.matrix.a,\n this.matrix.b,\n this.matrix.c,\n this.matrix.d,\n this.matrix.e,\n this.matrix.f\n );\n }\n /**\n * 获取当前矩阵信息\n */\n get currentMatrix() {\n return this.matrix;\n }\n\n cloneMatrix(m: Matrix) {\n return matrixAllocate.allocateByObj(m);\n }\n\n /**\n * 清空画布\n */\n clear() {\n this.save();\n this.resetTransform();\n this.nativeContext.clearRect(0, 0, this.canvas.width, this.canvas.height);\n this.restore();\n }\n\n restore() {\n this.nativeContext.restore();\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n this.setTransformForCurrent(true);\n }\n }\n highPerformanceRestore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n }\n }\n\n /**\n *\n * @param angle 弧度数\n */\n rotate(rad: number, setTransform: boolean = true) {\n this.matrix.rotate(rad);\n setTransform && this.setTransformForCurrent();\n }\n\n save() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n this.nativeContext.save();\n }\n highPerformanceSave() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n\n /**\n * 基于当前matrix再次scale\n * @param sx\n * @param sy\n * @param setTransform 是否设置transform到context中\n */\n scale(sx: number, sy: number, setTransform: boolean = true) {\n this.matrix.scale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n setScale(sx: number, sy: number, setTransform: boolean = true): void {\n this.matrix.setScale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 基于某个点进行缩放\n * @param sx\n * @param sy\n * @param px\n * @param py\n */\n scalePoint(sx: number, sy: number, px: number, py: number, setTransform: boolean = true) {\n this.translate(px, py, false);\n this.scale(sx, sy, false);\n this.translate(-px, -py, false);\n setTransform && this.setTransformForCurrent();\n }\n /**\n *\n * @param a\n * @param b\n * @param c\n * @param d\n * @param e\n * @param f\n * @param setTransform\n */\n setTransform(\n a: number,\n b: number,\n c: number,\n d: number,\n e: number,\n f: number,\n setTransform: boolean = true,\n dpr: number = this.dpr\n ) {\n this.matrix.setValue(dpr * a, dpr * b, dpr * c, dpr * d, dpr * e, dpr * f);\n setTransform && this.setTransformForCurrent();\n }\n\n setTransformFromMatrix(matrix: Matrix, setTransform: boolean = true, dpr: number = this.dpr) {\n this.matrix.setValue(\n matrix.a * dpr,\n matrix.b * dpr,\n matrix.c * dpr,\n matrix.d * dpr,\n matrix.e * dpr,\n matrix.f * dpr\n );\n setTransform && this.setTransformForCurrent();\n }\n\n resetTransform(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransform(dpr, 0, 0, dpr, 0, 0);\n setTransform && this.setTransformForCurrent();\n }\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n transform(a: number, b: number, c: number, d: number, e: number, f: number, setTransform: boolean = true) {\n this.matrix.multiply(a, b, c, d, e, f);\n setTransform && this.setTransformForCurrent();\n }\n transformFromMatrix(matrix: Matrix, setTransform?: boolean): void {\n this.matrix.multiply(matrix.a, matrix.b, matrix.c, matrix.d, matrix.e, matrix.f);\n setTransform && this.setTransformForCurrent();\n }\n\n translate(x: number, y: number, setTransform: boolean = true) {\n this.matrix.translate(x, y);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees(deg: number, setTransform: boolean = true) {\n const rad = (deg * Math.PI) / 180;\n this.rotate(rad, setTransform);\n }\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout(rad: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotate(rad, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout(deg: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotateDegrees(deg, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n // /**\n // * 全局坐标 -> 当前矩阵的局部坐标\n // * @param x x\n // * @param y y\n // */\n // transformPoint(x: number, y: number): Point {\n // const inverseMatrix = this.matrix.getInverse();\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // /**\n // * 坐标转换\n // * @param x x\n // * @param y y\n // */\n // transformPoint2(x: number, y: number): Point {\n // const inverseMatrix = this.matrix;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // transformPoint3(x: number, y: number, matrix: Matrix): Point {\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(x * matrix.a + y * matrix.c + matrix.e, x * matrix.b + y * matrix.d + matrix.f);\n // }\n\n //////// 代理方法\n // isPointInStroke ,drawFocusIfNeeded 方法没有代理,如有需要再添加\n\n beginPath() {\n if (this.disableBeginPath) {\n return;\n }\n this.nativeContext.beginPath();\n }\n\n clip(fillRule?: CanvasFillRule): void;\n clip(path: Path2D, fillRule?: CanvasFillRule): void;\n clip(path?: Path2D | CanvasFillRule, fillRule?: CanvasFillRule) {\n if (path) {\n if (typeof path === 'string') {\n this.nativeContext.clip(path);\n } else {\n this.nativeContext.clip(path, fillRule);\n }\n } else {\n this.nativeContext.clip();\n }\n }\n\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean, z?: number) {\n z = z || 0;\n if (this.camera) {\n const arr = [] as any;\n addArcToBezierPath(arr, startAngle, endAngle, x, y, radius, radius, anticlockwise);\n for (let i = 0; i < arr.length; ++i) {\n const bez = arr[i];\n this.bezierCurveTo(bez[0], bez[1], bez[2], bez[3], bez[4], bez[5], z);\n }\n } else {\n this.nativeContext.arc(x, y, radius, startAngle, endAngle, anticlockwise);\n }\n }\n\n arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void;\n arcTo(x1: number, y1: number, x2: number, y2: number, radiusX: number) {\n this.nativeContext.arcTo(x1, y1, x2, y2, radiusX);\n }\n\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, z?: number) {\n z = z || 0;\n if (this.camera) {\n let cp1z = z;\n let cp2z = z;\n if (this.modelMatrix) {\n transformMat4(outP, [cp1x, cp1y, z], this.modelMatrix);\n cp1x = outP[0];\n cp1y = outP[1];\n cp1z = outP[2];\n\n transformMat4(outP, [cp2x, cp2y, z], this.modelMatrix);\n cp2x = outP[0];\n cp2y = outP[1];\n cp2z = outP[2];\n\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n let data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n data = this.camera.vp(cp1x, cp1y, cp1z);\n cp1x = data.x;\n cp1y = data.y;\n data = this.camera.vp(cp2x, cp2y, cp2z);\n cp2x = data.x;\n cp2y = data.y;\n }\n this.nativeContext.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n }\n\n closePath() {\n this.nativeContext.closePath();\n }\n\n ellipse(\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) {\n if (anticlockwise == null) {\n this.nativeContext.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle);\n } else {\n this.nativeContext.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle, anticlockwise);\n }\n }\n lineTo(x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.lineTo(x, y);\n }\n\n moveTo(x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.moveTo(x, y);\n }\n\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n let cpz = z;\n if (this.modelMatrix) {\n transformMat4(outP, [cpx, cpy, z], this.modelMatrix);\n cpx = outP[0];\n cpy = outP[1];\n cpz = outP[2];\n\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n let data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n data = this.camera.vp(cpx, cpy, cpz);\n cpx = data.x;\n cpy = data.y;\n }\n this.nativeContext.quadraticCurveTo(cpx, cpy, x, y);\n }\n\n rect(x: number, y: number, w: number, h: number, z: number) {\n z = z || 0;\n if (this.camera) {\n this.moveTo(x, y, z);\n this.lineTo(x + w, y, z);\n this.lineTo(x + w, y + h, z);\n this.lineTo(x, y + h, z);\n this.closePath();\n } else {\n this.nativeContext.rect(x, y, w, h);\n }\n }\n\n createImageData(imageDataOrSw: number | ImageData, sh?: number): ImageData;\n createImageData() {\n const a = arguments;\n if (a.length === 2) {\n return this.nativeContext.createImageData(a[0], a[1]);\n } else if (a.length === 1) {\n return this.nativeContext.createImageData(a[0]);\n }\n return null;\n }\n\n createLinearGradient(x0: number, y0: number, x1: number, y1: number) {\n return this.nativeContext.createLinearGradient(x0, y0, x1, y1);\n }\n\n createPattern(image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, repetition: string): CanvasPattern {\n if (image.width === 0 || image.height === 0) {\n return null;\n } // 宽高为0时createPattern会报错\n return this.nativeContext.createPattern(image, repetition);\n }\n\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient {\n return this.nativeContext.createRadialGradient(x0, y0, r0, x1, y1, r1);\n }\n\n createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradientData {\n let edit = false;\n let pattern: CanvasPattern | null;\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n const ctx = this;\n const obj: IConicalGradientData = {\n stops: [],\n addColorStop(offset: number, color: string) {\n this.stops.push([offset, color]);\n edit = true;\n },\n GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n if (edit) {\n if (!deltaAngle) {\n deltaAngle = endAngle - startAngle;\n }\n pattern = createConicalGradient(\n ctx as IContext2d,\n this.stops,\n x,\n y,\n deltaAngle,\n startAngle,\n endAngle,\n minW,\n minH\n );\n edit = false;\n }\n return pattern;\n }\n };\n return obj;\n }\n\n // createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradient | null {\n // // let edit = false;\n // // let pattern: CanvasPattern | null;\n // // // eslint-disable-next-line @typescript-eslint/no-this-alias\n // // const ctx = this;\n // // const obj: IConicalGradient = {\n // // stops: [],\n // // addColorStop(offset: number, color: string) {\n // // this.stops.push([offset, color]);\n // // edit = true;\n // // },\n // // GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n // // if (edit) {\n // // if (!deltaAngle) deltaAngle = endAngle - startAngle;\n // // pattern = createConicalGradient(ctx, this.stops, x, y, deltaAngle, startAngle, endAngle, minW, minH);\n // // edit = false;\n // // }\n // // return pattern;\n // // }\n // // };\n // // return obj;\n // }\n\n // fill(fillRule?: CanvasFillRule): void;\n // fill(path?: Path2D, fillRule?: CanvasFillRule): void;\n fill(path?: Path2D, fillRule?: CanvasFillRule) {\n if (this.disableFill) {\n return;\n }\n path ? this.nativeContext.fill(path) : this.nativeContext.fill();\n }\n\n fillRect(x: number, y: number, width: number, height: number) {\n this.nativeContext.fillRect(x, y, width, height);\n }\n\n clearRect(x: number, y: number, w: number, h: number) {\n this.nativeContext.clearRect(x, y, w, h);\n }\n\n project(x: number, y: number, z: number): IPointLike {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n return { x, y };\n }\n\n view(x: number, y: number, z: number): vec3 {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n return this.camera.view(x, y, z);\n }\n return [x, y, z];\n }\n\n fillText(text: string, x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.fillText(text, x, y);\n }\n\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData {\n return this.nativeContext.getImageData(sx, sy, sw, sh);\n }\n\n getLineDash(): number[] {\n return this.nativeContext.getLineDash();\n }\n\n isPointInPath(x: number, y: number) {\n return this.nativeContext.isPointInPath(x, y);\n }\n\n isPointInStroke(x: number, y: number) {\n return this.nativeContext.isPointInStroke(x, y);\n }\n\n measureText(\n text: string,\n method: 'native' | 'simple' | 'quick' = application.global.measureTextMethod\n ): { width: number } {\n if (!method || method === 'native') {\n return this.nativeContext.measureText(text);\n }\n if (!this.mathTextMeasure) {\n this.mathTextMeasure = application.graphicUtil.createTextMeasureInstance({}, {}, () => this.canvas);\n }\n this.mathTextMeasure.textSpec.fontFamily = this.fontFamily ?? DefaultTextStyle.fontFamily;\n this.mathTextMeasure.textSpec.fontSize = this.fontSize ?? DefaultTextStyle.fontSize;\n this.mathTextMeasure._numberCharSize = null;\n this.mathTextMeasure._fullCharSize = null;\n this.mathTextMeasure._letterCharSize = null;\n this.mathTextMeasure._specialCharSizeMap = {};\n return this.mathTextMeasure.measure(text, method);\n }\n\n putImageData(imagedata: ImageData, dx: number, dy: number) {\n this.nativeContext.putImageData(imagedata, dx, dy);\n }\n\n setLineDash(segments: number[]) {\n const a = arguments;\n const _context = this.nativeContext;\n\n // works for Chrome and IE11\n if (!!this.nativeContext.setLineDash) {\n _context.setLineDash(a[0]);\n } else if ('mozDash' in _context) {\n // verified that this works in firefox\n (_context as any).mozDash = a[0];\n } else if ('webkitLineDash' in _context) {\n // does not currently work for Safari\n (_context as any).webkitLineDash = a[0];\n }\n\n // no support for IE9 and IE10\n }\n\n stroke(path?: Path2D) {\n if (this.disableStroke) {\n return;\n }\n path ? this.nativeContext.stroke(path) : this.nativeContext.stroke();\n }\n\n strokeRect(x: number, y: number, width: number, height: number) {\n this.nativeContext.strokeRect(x, y, width, height);\n }\n\n strokeText(text: string, x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.strokeText(text, x, y);\n }\n\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n\n drawImage() {\n const _context = this.nativeContext;\n const a = arguments;\n if (a.length === 3) {\n _context.drawImage(a[0], a[1], a[2]);\n } else if (a.length === 5) {\n _context.drawImage(a[0], a[1], a[2], a[3], a[4]);\n } else if (a.length === 9) {\n _context.drawImage(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);\n }\n }\n\n protected fillAttributes = { ...DefaultFillStyle, opacity: 1 };\n protected strokeAttributes = { ...DefaultStrokeStyle, opacity: 1 };\n protected textAttributes = { ...DefaultTextStyle, opacity: 1 };\n\n setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n if (Array.isArray(defaultParams)) {\n if (defaultParams.length <= 1) {\n return this._setCommonStyle(params, attribute, offsetX, offsetY, defaultParams[0]);\n }\n // TODO 是否存在性能问题?\n const dp = {};\n defaultParams.forEach(p => {\n Object.assign(dp, p);\n });\n return this._setCommonStyle(params, attribute, offsetX, offsetY, dp as Required<ICommonStyleParams>);\n }\n return this._setCommonStyle(params, attribute, offsetX, offsetY, defaultParams);\n }\n\n protected _setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams\n ) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.fillAttributes;\n }\n const {\n fillOpacity = defaultParams.fillOpacity,\n opacity = defaultParams.opacity,\n fill = defaultParams.fill\n } = attribute;\n if (fillOpacity > 1e-12 && opacity > 1e-12) {\n _context.globalAlpha = fillOpacity * opacity;\n _context.fillStyle = createColor(this, fill, params, offsetX, offsetY);\n // todo 小程序\n } else {\n _context.globalAlpha = fillOpacity * opacity;\n }\n }\n\n setShadowStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n if (Array.isArray(defaultParams)) {\n if (defaultParams.length <= 1) {\n return this._setShadowStyle(params, defaultParams[0]);\n }\n // TODO 是否存在性能问题?\n const dp = {};\n defaultParams.forEach(p => {\n Object.assign(dp, p);\n });\n return this._setShadowStyle(params, attribute, dp as Required<ICommonStyleParams>);\n }\n return this._setShadowStyle(params, attribute, defaultParams);\n }\n\n protected _clearShadowStyle = false;\n protected _clearFilterStyle = false;\n\n protected _setShadowStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n defaultParams?: ICommonStyleParams\n ) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.fillAttributes;\n }\n const {\n opacity = defaultParams.opacity,\n shadowBlur = defaultParams.shadowBlur,\n shadowColor = defaultParams.shadowColor,\n shadowOffsetX = defaultParams.shadowOffsetX,\n shadowOffsetY = defaultParams.shadowOffsetY,\n blur = defaultParams.blur\n } = attribute;\n if (opacity <= 1e-12) {\n return;\n }\n if (shadowBlur || shadowOffsetX || shadowOffsetY) {\n _context.shadowBlur = shadowBlur;\n _context.shadowColor = shadowColor;\n _context.shadowOffsetX = shadowOffsetX;\n _context.shadowOffsetY = shadowOffsetY;\n this._clearShadowStyle = true;\n // todo 小程序\n } else if (this._clearShadowStyle) {\n _context.shadowBlur = 0;\n _context.shadowOffsetX = 0;\n _context.shadowOffsetY = 0;\n }\n\n if (blur) {\n _context.filter = `blur(${blur}px)`;\n this._clearFilterStyle = true;\n } else if (this._clearFilterStyle) {\n _context.filter = 'blur(0px)';\n this._clearFilterStyle = false;\n }\n }\n\n setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams | IStrokeStyleParams[]\n ) {\n if (Array.isArray(defaultParams)) {\n if (defaultParams.length <= 1) {\n return this._setStrokeStyle(params, attribute, offsetX, offsetY, defaultParams[0]);\n }\n // TODO 是否存在性能问题?\n const dp = {};\n defaultParams.forEach(p => {\n Object.assign(dp, p);\n });\n return this._setStrokeStyle(params, attribute, offsetX, offsetY, dp as IStrokeStyleParams);\n }\n return this._setStrokeStyle(params, attribute, offsetX, offsetY, defaultParams);\n }\n protected _setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams\n ) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.strokeAttributes;\n }\n const { strokeOpacity = defaultParams.strokeOpacity, opacity = defaultParams.opacity } = attribute;\n if (strokeOpacity > 1e-12 && opacity > 1e-12) {\n const {\n lineWidth = defaultParams.lineWidth,\n stroke = defaultParams.stroke,\n lineJoin = defaultParams.lineJoin,\n lineDash = defaultParams.lineDash,\n lineCap = defaultParams.lineCap,\n miterLimit = defaultParams.miterLimit\n } = attribute;\n _context.globalAlpha = strokeOpacity * opacity;\n _context.lineWidth = getScaledStroke(this, lineWidth, this.dpr);\n _context.strokeStyle = createColor(this, stroke as any, params, offsetX, offsetY);\n _context.lineJoin = lineJoin;\n _context.setLineDash(lineDash);\n _context.lineCap = lineCap;\n _context.miterLimit = miterLimit;\n }\n }\n setTextStyleWithoutAlignBaseline(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams, z?: number) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.textAttributes;\n }\n if (params.font) {\n _context.font = params.font;\n } else {\n _context.font = getContextFont(params, defaultParams, this.camera && this.camera.getProjectionScale(z));\n }\n const { fontFamily = defaultParams.fontFamily, fontSize = defaultParams.fontSize } = params;\n this.fontFamily = fontFamily;\n this.fontSize = fontSize;\n _context.textAlign = 'left';\n _context.textBaseline = 'alphabetic';\n // // 这里不使用defaultParams\n // _context.textAlign = params.textAlign || 'left';\n // _context.textBaseline = params.textBaseline || 'alphabetic';\n }\n setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams, z?: number) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.textAttributes;\n }\n if (params.font) {\n _context.font = params.font;\n } else {\n _context.font = getContextFont(params, defaultParams, this.camera && this.camera.getProjectionScale(z));\n }\n const { fontFamily = defaultParams.fontFamily, fontSize = defaultParams.fontSize } = params;\n this.fontFamily = fontFamily;\n this.fontSize = fontSize;\n _context.textAlign = params.textAlign ?? defaultParams.textAlign;\n _context.textBaseline = params.textBaseline ?? defaultParams.textBaseline;\n }\n\n draw() {\n return;\n }\n\n clearMatrix(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransformFromMatrix(initMatrix, setTransform, dpr);\n }\n\n onlyTranslate(dpr: number = this.dpr): boolean {\n return this.matrix.a === dpr && this.matrix.b === 0 && this.matrix.c === 0 && this.matrix.d === dpr;\n }\n\n release(...params: any): void {\n this.stack.forEach(m => matrixAllocate.free(m));\n this.stack.length = 0;\n return;\n }\n}\n"]}
|
|
1
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+
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* 部分源码参考konva\n * MIT License\n\n Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)\n Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in all\n copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\nimport { IPointLike, Matrix, pi, pi2, TextMeasure, ITextMeasureSpec } from '@visactor/vutils';\nimport { injectable } from 'inversify';\nimport { DefaultFillStyle, DefaultStrokeStyle, DefaultTextStyle } from '../../../graphic';\nimport {\n ICamera,\n ICanvas,\n ICommonStyleParams,\n IConicalGradientData,\n IContext2d,\n ISetCommonStyleParams,\n ISetStrokeStyleParams,\n IStrokeStyleParams,\n ITextStyleParams,\n mat4,\n EnvType,\n vec3\n} from '../../../interface';\nimport { createColor, getScaledStroke } from '../../../common/canvas-utils';\nimport { application } from '../../../application';\nimport { matrixAllocate } from '../../../allocator/matrix-allocate';\nimport { createConicalGradient } from './conical-gradient';\nimport { transformMat4 } from '../../../core/camera';\nimport { getContextFont } from '../../../common/text';\n\nconst outP: [number, number, number] = [0, 0, 0];\n\n// https://github.com/konvajs/konva/blob/master/src/Context.ts\nconst initMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n\nconst addArcToBezierPath = (\n bezierPath: Array<number[]>,\n startAngle: number,\n endAngle: number,\n cx: number,\n cy: number,\n rx: number,\n ry: number,\n clockwise: boolean\n) => {\n if (clockwise) {\n while (endAngle > startAngle) {\n endAngle -= pi2;\n }\n } else {\n while (endAngle < startAngle) {\n endAngle += pi2;\n }\n }\n // https://stackoverflow.com/questions/1734745/how-to-create-circle-with-b%C3%A9zier-curves\n const step = (pi / 3) * (endAngle > startAngle ? 1 : -1);\n let sa = startAngle;\n let ea = sa;\n while (ea !== endAngle) {\n ea = step > 0 ? Math.min(ea + step, endAngle) : Math.max(ea + step, endAngle);\n const delta = Math.abs(ea - sa);\n const len = (Math.tan(delta / 4) * 4) / 3;\n const dir = ea < sa ? -1 : 1;\n\n const c1 = Math.cos(sa);\n const s1 = Math.sin(sa);\n const c2 = Math.cos(ea);\n const s2 = Math.sin(ea);\n\n const x1 = c1 * rx + cx;\n const y1 = s1 * ry + cy;\n\n const x4 = c2 * rx + cx;\n const y4 = s2 * ry + cy;\n\n const hx = rx * len * dir;\n const hy = ry * len * dir;\n\n bezierPath.push([x1 - hx * s1, y1 + hy * c1, x4 + hx * s2, y4 - hy * c2, x4, y4]);\n sa = ea;\n }\n};\n\n@injectable()\nexport class BrowserContext2d implements IContext2d {\n static env: EnvType = 'browser';\n drawPromise?: Promise<any>;\n declare mathTextMeasure: TextMeasure<ITextMeasureSpec>;\n\n declare canvas: ICanvas;\n declare camera?: ICamera;\n modelMatrix?: mat4;\n declare nativeContext: CanvasRenderingContext2D | any;\n declare _inuse: boolean;\n declare stack: Matrix[];\n declare disableFill?: boolean;\n declare disableStroke?: boolean;\n declare disableBeginPath?: boolean;\n protected matrix: Matrix;\n protected applyedMatrix?: Matrix; // 被应用的matrix\n declare fontFamily: string;\n declare fontSize: number;\n // 属性代理\n set fillStyle(d: string | CanvasGradient | CanvasPattern) {\n this.nativeContext.fillStyle = d;\n }\n get fillStyle(): string | CanvasGradient | CanvasPattern {\n return this.nativeContext.fillStyle;\n }\n set font(d: string) {\n this.nativeContext.font = d;\n }\n get font(): string {\n return this.nativeContext.font;\n }\n set globalAlpha(d: number) {\n this.nativeContext.globalAlpha = d;\n }\n get globalAlpha(): number {\n return this.nativeContext.globalAlpha;\n }\n set lineCap(d: CanvasLineCap) {\n this.nativeContext.lineCap = d;\n }\n get lineCap(): CanvasLineCap {\n return this.nativeContext.lineCap;\n }\n set lineDashOffset(d: number) {\n this.nativeContext.lineDashOffset = d;\n }\n get lineDashOffset(): number {\n return this.nativeContext.lineDashOffset;\n }\n set lineJoin(d: CanvasLineJoin) {\n this.nativeContext.lineJoin = d;\n }\n get lineJoin(): CanvasLineJoin {\n return this.nativeContext.lineJoin;\n }\n set lineWidth(d: number) {\n this.nativeContext.lineWidth = d;\n }\n get lineWidth(): number {\n return this.nativeContext.lineWidth;\n }\n set miterLimit(d: number) {\n this.nativeContext.miterLimit = d;\n }\n get miterLimit(): number {\n return this.nativeContext.miterLimit;\n }\n set shadowBlur(d: number) {\n this.nativeContext.shadowBlur = d;\n }\n get shadowBlur(): number {\n return this.nativeContext.shadowBlur;\n }\n set shadowColor(d: string) {\n this.nativeContext.shadowColor = d;\n }\n get shadowColor(): string {\n return this.nativeContext.shadowColor;\n }\n set shadowOffsetX(d: number) {\n this.nativeContext.shadowOffsetX = d;\n }\n get shadowOffsetX(): number {\n return this.nativeContext.shadowOffsetX;\n }\n set shadowOffsetY(d: number) {\n this.nativeContext.shadowOffsetY = d;\n }\n get shadowOffsetY(): number {\n return this.nativeContext.shadowOffsetY;\n }\n set strokeStyle(d: string | CanvasGradient | CanvasPattern) {\n this.nativeContext.strokeStyle = d;\n }\n get strokeStyle(): string | CanvasGradient | CanvasPattern {\n return this.nativeContext.strokeStyle;\n }\n set textAlign(d: CanvasTextAlign) {\n this.nativeContext.textAlign = d;\n }\n get textAlign(): CanvasTextAlign {\n return this.nativeContext.textAlign;\n }\n set textBaseline(d: CanvasTextBaseline) {\n this.nativeContext.textBaseline = d;\n }\n get textBaseline(): CanvasTextBaseline {\n return this.nativeContext.textBaseline;\n }\n\n get inuse(): boolean {\n return !!this._inuse;\n }\n\n set inuse(use: boolean) {\n if (use === !!this._inuse) {\n return;\n }\n this._inuse = use;\n if (use) {\n this.nativeContext.save();\n this.reset();\n } else {\n this.nativeContext.restore();\n }\n }\n\n dpr: number;\n\n constructor(canvas: ICanvas, dpr: number) {\n const context = canvas.nativeCanvas.getContext('2d');\n if (!context) {\n throw new Error('发生错误,获取2d上下文失败');\n }\n this.nativeContext = context;\n this.canvas = canvas;\n this.matrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack = [];\n this.dpr = dpr;\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n }\n\n reset() {\n if (this.stack.length) {\n console.warn('可能存在bug,matrix没有清空');\n }\n this.matrix.setValue(1, 0, 0, 1, 0, 0);\n this.applyedMatrix = new Matrix(1, 0, 0, 1, 0, 0);\n this.stack.length = 0;\n this.nativeContext.setTransform(1, 0, 0, 1, 0, 0);\n }\n\n getCanvas() {\n return this.canvas;\n }\n\n getContext() {\n return this.nativeContext;\n }\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent(force: boolean = false) {\n // 只作简单判断\n // 增加判断,可以降低80%setTransform调用,降低50%setTransformForCurrent执行时间\n if (!force && this.applyedMatrix.equalToMatrix(this.matrix)) {\n return;\n }\n\n // this.applyedMatrix = this.cloneMatrix(this.matrix);\n // 避免直接使用cloneMatrix,重复创建Matrix,优化GC\n this.applyedMatrix.setValue(\n this.matrix.a,\n this.matrix.b,\n this.matrix.c,\n this.matrix.d,\n this.matrix.e,\n this.matrix.f\n );\n this.nativeContext.setTransform(\n this.matrix.a,\n this.matrix.b,\n this.matrix.c,\n this.matrix.d,\n this.matrix.e,\n this.matrix.f\n );\n }\n /**\n * 获取当前矩阵信息\n */\n get currentMatrix() {\n return this.matrix;\n }\n\n cloneMatrix(m: Matrix) {\n return matrixAllocate.allocateByObj(m);\n }\n\n /**\n * 清空画布\n */\n clear() {\n this.save();\n this.resetTransform();\n this.nativeContext.clearRect(0, 0, this.canvas.width, this.canvas.height);\n this.restore();\n }\n\n restore() {\n this.nativeContext.restore();\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n this.setTransformForCurrent(true);\n }\n }\n highPerformanceRestore() {\n if (this.stack.length > 0) {\n matrixAllocate.free(this.matrix);\n this.matrix = this.stack.pop() as Matrix;\n }\n }\n\n /**\n *\n * @param angle 弧度数\n */\n rotate(rad: number, setTransform: boolean = true) {\n this.matrix.rotate(rad);\n setTransform && this.setTransformForCurrent();\n }\n\n save() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n this.nativeContext.save();\n }\n highPerformanceSave() {\n const matrix = this.cloneMatrix(this.matrix);\n this.stack.push(matrix);\n }\n\n /**\n * 基于当前matrix再次scale\n * @param sx\n * @param sy\n * @param setTransform 是否设置transform到context中\n */\n scale(sx: number, sy: number, setTransform: boolean = true) {\n this.matrix.scale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n setScale(sx: number, sy: number, setTransform: boolean = true): void {\n this.matrix.setScale(sx, sy);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 基于某个点进行缩放\n * @param sx\n * @param sy\n * @param px\n * @param py\n */\n scalePoint(sx: number, sy: number, px: number, py: number, setTransform: boolean = true) {\n this.translate(px, py, false);\n this.scale(sx, sy, false);\n this.translate(-px, -py, false);\n setTransform && this.setTransformForCurrent();\n }\n /**\n *\n * @param a\n * @param b\n * @param c\n * @param d\n * @param e\n * @param f\n * @param setTransform\n */\n setTransform(\n a: number,\n b: number,\n c: number,\n d: number,\n e: number,\n f: number,\n setTransform: boolean = true,\n dpr: number = this.dpr\n ) {\n this.matrix.setValue(dpr * a, dpr * b, dpr * c, dpr * d, dpr * e, dpr * f);\n setTransform && this.setTransformForCurrent();\n }\n\n setTransformFromMatrix(matrix: Matrix, setTransform: boolean = true, dpr: number = this.dpr) {\n this.matrix.setValue(\n matrix.a * dpr,\n matrix.b * dpr,\n matrix.c * dpr,\n matrix.d * dpr,\n matrix.e * dpr,\n matrix.f * dpr\n );\n setTransform && this.setTransformForCurrent();\n }\n\n resetTransform(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransform(dpr, 0, 0, dpr, 0, 0);\n setTransform && this.setTransformForCurrent();\n }\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n transform(a: number, b: number, c: number, d: number, e: number, f: number, setTransform: boolean = true) {\n this.matrix.multiply(a, b, c, d, e, f);\n setTransform && this.setTransformForCurrent();\n }\n transformFromMatrix(matrix: Matrix, setTransform?: boolean): void {\n this.matrix.multiply(matrix.a, matrix.b, matrix.c, matrix.d, matrix.e, matrix.f);\n setTransform && this.setTransformForCurrent();\n }\n\n translate(x: number, y: number, setTransform: boolean = true) {\n this.matrix.translate(x, y);\n setTransform && this.setTransformForCurrent();\n }\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees(deg: number, setTransform: boolean = true) {\n const rad = (deg * Math.PI) / 180;\n this.rotate(rad, setTransform);\n }\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout(rad: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotate(rad, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout(deg: number, x: number, y: number, setTransform: boolean = true) {\n this.translate(x, y, false);\n this.rotateDegrees(deg, false);\n this.translate(-x, -y, false);\n setTransform && this.setTransformForCurrent();\n }\n\n // /**\n // * 全局坐标 -> 当前矩阵的局部坐标\n // * @param x x\n // * @param y y\n // */\n // transformPoint(x: number, y: number): Point {\n // const inverseMatrix = this.matrix.getInverse();\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // /**\n // * 坐标转换\n // * @param x x\n // * @param y y\n // */\n // transformPoint2(x: number, y: number): Point {\n // const inverseMatrix = this.matrix;\n // return new Point(\n // x * inverseMatrix.a + y * inverseMatrix.c + inverseMatrix.e,\n // x * inverseMatrix.b + y * inverseMatrix.d + inverseMatrix.f\n // );\n // }\n\n // transformPoint3(x: number, y: number, matrix: Matrix): Point {\n // // dpr\n // x = x * this.dpr;\n // y = y * this.dpr;\n // return new Point(x * matrix.a + y * matrix.c + matrix.e, x * matrix.b + y * matrix.d + matrix.f);\n // }\n\n //////// 代理方法\n // isPointInStroke ,drawFocusIfNeeded 方法没有代理,如有需要再添加\n\n beginPath() {\n if (this.disableBeginPath) {\n return;\n }\n this.nativeContext.beginPath();\n }\n\n clip(fillRule?: CanvasFillRule): void;\n clip(path: Path2D, fillRule?: CanvasFillRule): void;\n clip(path?: Path2D | CanvasFillRule, fillRule?: CanvasFillRule) {\n if (path) {\n if (typeof path === 'string') {\n this.nativeContext.clip(path);\n } else {\n this.nativeContext.clip(path, fillRule);\n }\n } else {\n this.nativeContext.clip();\n }\n }\n\n arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean, z?: number) {\n z = z || 0;\n if (this.camera) {\n const arr = [] as any;\n addArcToBezierPath(arr, startAngle, endAngle, x, y, radius, radius, anticlockwise);\n for (let i = 0; i < arr.length; ++i) {\n const bez = arr[i];\n this.bezierCurveTo(bez[0], bez[1], bez[2], bez[3], bez[4], bez[5], z);\n }\n } else {\n this.nativeContext.arc(x, y, radius, startAngle, endAngle, anticlockwise);\n }\n }\n\n arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void;\n arcTo(x1: number, y1: number, x2: number, y2: number, radiusX: number) {\n this.nativeContext.arcTo(x1, y1, x2, y2, radiusX);\n }\n\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, z?: number) {\n z = z || 0;\n if (this.camera) {\n let cp1z = z;\n let cp2z = z;\n if (this.modelMatrix) {\n transformMat4(outP, [cp1x, cp1y, z], this.modelMatrix);\n cp1x = outP[0];\n cp1y = outP[1];\n cp1z = outP[2];\n\n transformMat4(outP, [cp2x, cp2y, z], this.modelMatrix);\n cp2x = outP[0];\n cp2y = outP[1];\n cp2z = outP[2];\n\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n let data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n data = this.camera.vp(cp1x, cp1y, cp1z);\n cp1x = data.x;\n cp1y = data.y;\n data = this.camera.vp(cp2x, cp2y, cp2z);\n cp2x = data.x;\n cp2y = data.y;\n }\n this.nativeContext.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n }\n\n closePath() {\n this.nativeContext.closePath();\n }\n\n ellipse(\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) {\n if (anticlockwise == null) {\n this.nativeContext.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle);\n } else {\n this.nativeContext.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle, anticlockwise);\n }\n }\n lineTo(x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.lineTo(x, y);\n }\n\n moveTo(x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.moveTo(x, y);\n }\n\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n let cpz = z;\n if (this.modelMatrix) {\n transformMat4(outP, [cpx, cpy, z], this.modelMatrix);\n cpx = outP[0];\n cpy = outP[1];\n cpz = outP[2];\n\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n let data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n data = this.camera.vp(cpx, cpy, cpz);\n cpx = data.x;\n cpy = data.y;\n }\n this.nativeContext.quadraticCurveTo(cpx, cpy, x, y);\n }\n\n rect(x: number, y: number, w: number, h: number, z: number) {\n z = z || 0;\n if (this.camera) {\n this.moveTo(x, y, z);\n this.lineTo(x + w, y, z);\n this.lineTo(x + w, y + h, z);\n this.lineTo(x, y + h, z);\n this.closePath();\n } else {\n this.nativeContext.rect(x, y, w, h);\n }\n }\n\n createImageData(imageDataOrSw: number | ImageData, sh?: number): ImageData;\n createImageData() {\n const a = arguments;\n if (a.length === 2) {\n return this.nativeContext.createImageData(a[0], a[1]);\n } else if (a.length === 1) {\n return this.nativeContext.createImageData(a[0]);\n }\n return null;\n }\n\n createLinearGradient(x0: number, y0: number, x1: number, y1: number) {\n return this.nativeContext.createLinearGradient(x0, y0, x1, y1);\n }\n\n createPattern(image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, repetition: string): CanvasPattern {\n if (image.width === 0 || image.height === 0) {\n return null;\n } // 宽高为0时createPattern会报错\n return this.nativeContext.createPattern(image, repetition);\n }\n\n createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient {\n return this.nativeContext.createRadialGradient(x0, y0, r0, x1, y1, r1);\n }\n\n createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradientData {\n let edit = false;\n let pattern: CanvasPattern | null;\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n const ctx = this;\n const obj: IConicalGradientData = {\n stops: [],\n addColorStop(offset: number, color: string) {\n this.stops.push([offset, color]);\n edit = true;\n },\n GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n if (edit) {\n if (!deltaAngle) {\n deltaAngle = endAngle - startAngle;\n }\n pattern = createConicalGradient(\n ctx as IContext2d,\n this.stops,\n x,\n y,\n deltaAngle,\n startAngle,\n endAngle,\n minW,\n minH\n );\n edit = false;\n }\n return pattern;\n }\n };\n return obj;\n }\n\n // createConicGradient(x: number, y: number, startAngle: number, endAngle: number): IConicalGradient | null {\n // // let edit = false;\n // // let pattern: CanvasPattern | null;\n // // // eslint-disable-next-line @typescript-eslint/no-this-alias\n // // const ctx = this;\n // // const obj: IConicalGradient = {\n // // stops: [],\n // // addColorStop(offset: number, color: string) {\n // // this.stops.push([offset, color]);\n // // edit = true;\n // // },\n // // GetPattern(minW: number, minH: number, deltaAngle?: number): CanvasPattern | null {\n // // if (edit) {\n // // if (!deltaAngle) deltaAngle = endAngle - startAngle;\n // // pattern = createConicalGradient(ctx, this.stops, x, y, deltaAngle, startAngle, endAngle, minW, minH);\n // // edit = false;\n // // }\n // // return pattern;\n // // }\n // // };\n // // return obj;\n // }\n\n // fill(fillRule?: CanvasFillRule): void;\n // fill(path?: Path2D, fillRule?: CanvasFillRule): void;\n fill(path?: Path2D, fillRule?: CanvasFillRule) {\n if (this.disableFill) {\n return;\n }\n path ? this.nativeContext.fill(path) : this.nativeContext.fill();\n }\n\n fillRect(x: number, y: number, width: number, height: number) {\n this.nativeContext.fillRect(x, y, width, height);\n }\n\n clearRect(x: number, y: number, w: number, h: number) {\n this.nativeContext.clearRect(x, y, w, h);\n }\n\n project(x: number, y: number, z: number): IPointLike {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n return { x, y };\n }\n\n view(x: number, y: number, z: number): vec3 {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n return this.camera.view(x, y, z);\n }\n return [x, y, z];\n }\n\n fillText(text: string, x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.fillText(text, x, y);\n }\n\n getImageData(sx: number, sy: number, sw: number, sh: number): ImageData {\n return this.nativeContext.getImageData(sx, sy, sw, sh);\n }\n\n getLineDash(): number[] {\n return this.nativeContext.getLineDash();\n }\n\n isPointInPath(x: number, y: number) {\n return this.nativeContext.isPointInPath(x, y);\n }\n\n isPointInStroke(x: number, y: number) {\n return this.nativeContext.isPointInStroke(x, y);\n }\n\n measureText(\n text: string,\n method: 'native' | 'simple' | 'quick' = application.global.measureTextMethod\n ): { width: number } {\n if (!method || method === 'native') {\n return this.nativeContext.measureText(text);\n }\n if (!this.mathTextMeasure) {\n this.mathTextMeasure = application.graphicUtil.createTextMeasureInstance({}, {}, () => this.canvas);\n }\n this.mathTextMeasure.textSpec.fontFamily = this.fontFamily ?? DefaultTextStyle.fontFamily;\n this.mathTextMeasure.textSpec.fontSize = this.fontSize ?? DefaultTextStyle.fontSize;\n this.mathTextMeasure._numberCharSize = null;\n this.mathTextMeasure._fullCharSize = null;\n this.mathTextMeasure._letterCharSize = null;\n this.mathTextMeasure._specialCharSizeMap = {};\n return this.mathTextMeasure.measure(text, method);\n }\n\n putImageData(imagedata: ImageData, dx: number, dy: number) {\n this.nativeContext.putImageData(imagedata, dx, dy);\n }\n\n setLineDash(segments: number[]) {\n const a = arguments;\n const _context = this.nativeContext;\n\n // works for Chrome and IE11\n if (!!this.nativeContext.setLineDash) {\n _context.setLineDash(a[0]);\n } else if ('mozDash' in _context) {\n // verified that this works in firefox\n (_context as any).mozDash = a[0];\n } else if ('webkitLineDash' in _context) {\n // does not currently work for Safari\n (_context as any).webkitLineDash = a[0];\n }\n\n // no support for IE9 and IE10\n }\n\n stroke(path?: Path2D) {\n if (this.disableStroke) {\n return;\n }\n path ? this.nativeContext.stroke(path) : this.nativeContext.stroke();\n }\n\n strokeRect(x: number, y: number, width: number, height: number) {\n this.nativeContext.strokeRect(x, y, width, height);\n }\n\n strokeText(text: string, x: number, y: number, z: number) {\n z = z || 0;\n if (this.camera) {\n if (this.modelMatrix) {\n transformMat4(outP, [x, y, z], this.modelMatrix);\n x = outP[0];\n y = outP[1];\n z = outP[2];\n }\n const data = this.camera.vp(x, y, z);\n x = data.x;\n y = data.y;\n }\n this.nativeContext.strokeText(text, x, y);\n }\n\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n drawImage(\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ): void;\n\n drawImage() {\n const _context = this.nativeContext;\n const a = arguments;\n if (a.length === 3) {\n _context.drawImage(a[0], a[1], a[2]);\n } else if (a.length === 5) {\n _context.drawImage(a[0], a[1], a[2], a[3], a[4]);\n } else if (a.length === 9) {\n _context.drawImage(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);\n }\n }\n\n protected fillAttributes = { ...DefaultFillStyle, opacity: 1 };\n protected strokeAttributes = { ...DefaultStrokeStyle, opacity: 1 };\n protected textAttributes = { ...DefaultTextStyle, opacity: 1 };\n\n setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n if (Array.isArray(defaultParams)) {\n if (defaultParams.length <= 1) {\n return this._setCommonStyle(params, attribute, offsetX, offsetY, defaultParams[0]);\n }\n // TODO 是否存在性能问题?\n const dp = {};\n defaultParams.forEach(p => {\n Object.assign(dp, p);\n });\n return this._setCommonStyle(params, attribute, offsetX, offsetY, dp as Required<ICommonStyleParams>);\n }\n return this._setCommonStyle(params, attribute, offsetX, offsetY, defaultParams);\n }\n\n protected _setCommonStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: ICommonStyleParams\n ) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.fillAttributes;\n }\n const {\n fillOpacity = defaultParams.fillOpacity,\n opacity = defaultParams.opacity,\n fill = defaultParams.fill\n } = attribute;\n if (fillOpacity > 1e-12 && opacity > 1e-12) {\n _context.globalAlpha = fillOpacity * opacity;\n _context.fillStyle = createColor(this, fill, params, offsetX, offsetY);\n // todo 小程序\n } else {\n _context.globalAlpha = fillOpacity * opacity;\n }\n }\n\n setShadowStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n defaultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) {\n if (Array.isArray(defaultParams)) {\n if (defaultParams.length <= 1) {\n return this._setShadowStyle(params, defaultParams[0]);\n }\n // TODO 是否存在性能问题?\n const dp = {};\n defaultParams.forEach(p => {\n Object.assign(dp, p);\n });\n return this._setShadowStyle(params, attribute, dp as Required<ICommonStyleParams>);\n }\n return this._setShadowStyle(params, attribute, defaultParams);\n }\n\n protected _clearShadowStyle = false;\n protected _clearFilterStyle = false;\n\n protected _setShadowStyle(\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n defaultParams?: ICommonStyleParams\n ) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.fillAttributes;\n }\n const {\n opacity = defaultParams.opacity,\n shadowBlur = defaultParams.shadowBlur,\n shadowColor = defaultParams.shadowColor,\n shadowOffsetX = defaultParams.shadowOffsetX,\n shadowOffsetY = defaultParams.shadowOffsetY,\n blur = defaultParams.blur\n } = attribute;\n if (opacity <= 1e-12) {\n return;\n }\n if (shadowBlur || shadowOffsetX || shadowOffsetY) {\n _context.shadowBlur = shadowBlur;\n _context.shadowColor = shadowColor;\n _context.shadowOffsetX = shadowOffsetX;\n _context.shadowOffsetY = shadowOffsetY;\n this._clearShadowStyle = true;\n // todo 小程序\n } else if (this._clearShadowStyle) {\n _context.shadowBlur = 0;\n _context.shadowOffsetX = 0;\n _context.shadowOffsetY = 0;\n }\n\n if (blur) {\n _context.filter = `blur(${blur}px)`;\n this._clearFilterStyle = true;\n } else if (this._clearFilterStyle) {\n _context.filter = 'blur(0px)';\n this._clearFilterStyle = false;\n }\n }\n\n setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams | IStrokeStyleParams[]\n ) {\n if (Array.isArray(defaultParams)) {\n if (defaultParams.length <= 1) {\n return this._setStrokeStyle(params, attribute, offsetX, offsetY, defaultParams[0]);\n }\n // TODO 是否存在性能问题?\n const dp = {};\n defaultParams.forEach(p => {\n Object.assign(dp, p);\n });\n return this._setStrokeStyle(params, attribute, offsetX, offsetY, dp as IStrokeStyleParams);\n }\n return this._setStrokeStyle(params, attribute, offsetX, offsetY, defaultParams);\n }\n protected _setStrokeStyle(\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defaultParams?: IStrokeStyleParams\n ) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.strokeAttributes;\n }\n const { strokeOpacity = defaultParams.strokeOpacity, opacity = defaultParams.opacity } = attribute;\n if (strokeOpacity > 1e-12 && opacity > 1e-12) {\n const {\n lineWidth = defaultParams.lineWidth,\n stroke = defaultParams.stroke,\n lineJoin = defaultParams.lineJoin,\n lineDash = defaultParams.lineDash,\n lineCap = defaultParams.lineCap,\n miterLimit = defaultParams.miterLimit\n } = attribute;\n _context.globalAlpha = strokeOpacity * opacity;\n _context.lineWidth = getScaledStroke(this, lineWidth, this.dpr);\n _context.strokeStyle = createColor(this, stroke as any, params, offsetX, offsetY);\n _context.lineJoin = lineJoin;\n _context.setLineDash(lineDash);\n _context.lineCap = lineCap;\n _context.miterLimit = miterLimit;\n }\n }\n setTextStyleWithoutAlignBaseline(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams, z?: number) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.textAttributes;\n }\n if (params.font) {\n _context.font = params.font;\n } else {\n _context.font = getContextFont(params, defaultParams, this.camera && this.camera.getProjectionScale(z));\n }\n const { fontFamily = defaultParams.fontFamily, fontSize = defaultParams.fontSize } = params;\n this.fontFamily = fontFamily;\n this.fontSize = fontSize;\n _context.textAlign = 'left';\n _context.textBaseline = 'alphabetic';\n // // 这里不使用defaultParams\n // _context.textAlign = params.textAlign || 'left';\n // _context.textBaseline = params.textBaseline || 'alphabetic';\n }\n setTextStyle(params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams, z?: number) {\n const _context = this.nativeContext;\n if (!defaultParams) {\n defaultParams = this.textAttributes;\n }\n if (params.font) {\n _context.font = params.font;\n } else {\n _context.font = getContextFont(params, defaultParams, this.camera && this.camera.getProjectionScale(z));\n }\n const { fontFamily = defaultParams.fontFamily, fontSize = defaultParams.fontSize } = params;\n this.fontFamily = fontFamily;\n this.fontSize = fontSize;\n _context.textAlign = params.textAlign ?? defaultParams.textAlign;\n _context.textBaseline = params.textBaseline ?? defaultParams.textBaseline;\n }\n\n draw() {\n return;\n }\n\n clearMatrix(setTransform: boolean = true, dpr: number = this.dpr) {\n this.setTransformFromMatrix(initMatrix, setTransform, dpr);\n }\n\n onlyTranslate(dpr: number = this.dpr): boolean {\n return this.matrix.a === dpr && this.matrix.b === 0 && this.matrix.c === 0 && this.matrix.d === dpr;\n }\n\n release(...params: any): void {\n this.stack.forEach(m => matrixAllocate.free(m));\n this.stack.length = 0;\n return;\n }\n}\n"]}
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@@ -22,6 +22,7 @@ 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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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, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
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@@ -30,13 +31,14 @@ function createLinearGradient(context, color, params, offsetX = 0, offsetY = 0)
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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.createLinearGradient(x + (color.x0
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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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if (!bounds) return;
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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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@@ -45,13 +47,14 @@ function createRadialGradient(context, color, params, offsetX = 0, offsetY = 0)
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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 + (color.x0
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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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let w = bounds.x2 - bounds.x1, h = bounds.y2 - bounds.y1, x = bounds.x1 - offsetX, y = bounds.y1 - offsetY;
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@@ -60,7 +63,7 @@ function createConicGradient(context, color, params, offsetX = 0, offsetY = 0) {
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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 + (color.x
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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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@@ -1 +1 @@
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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"]}
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+
{"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';
|
|
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,
|
|
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);
|
|
@@ -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
|
@@ -4,48 +4,48 @@ Object.defineProperty(exports, "__esModule", {
|
|
|
4
4
|
value: !0
|
|
5
5
|
}), exports.createRectPath = void 0;
|
|
6
6
|
|
|
7
|
-
const vutils_1 = require("@visactor/vutils");
|
|
7
|
+
const vutils_1 = require("@visactor/vutils"), halfPi = vutils_1.pi / 2;
|
|
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] ];
|
|
33
33
|
if (path.moveTo(leftTopPoint1[0], leftTopPoint1[1]), path.lineTo(rightTopPoint1[0], rightTopPoint1[1]),
|
|
34
34
|
!(0, vutils_1.arrayEqual)(rightTopPoint1, rightTopPoint2)) {
|
|
35
|
-
const centerX = rightTopPoint1[0], centerY = rightTopPoint1[1] +
|
|
36
|
-
path.arc(centerX, centerY,
|
|
35
|
+
const centerX = rightTopPoint1[0], centerY = rightTopPoint1[1] + _cornerRadius[1];
|
|
36
|
+
path.arc(centerX, centerY, _cornerRadius[1], -halfPi, 0, !1);
|
|
37
37
|
}
|
|
38
38
|
if (path.lineTo(rightBottomPoint2[0], rightBottomPoint2[1]), !(0, vutils_1.arrayEqual)(rightBottomPoint1, rightBottomPoint2)) {
|
|
39
|
-
const centerX = rightBottomPoint2[0] -
|
|
40
|
-
path.arc(centerX, centerY,
|
|
39
|
+
const centerX = rightBottomPoint2[0] - _cornerRadius[2], centerY = rightBottomPoint2[1];
|
|
40
|
+
path.arc(centerX, centerY, _cornerRadius[2], 0, halfPi, !1);
|
|
41
41
|
}
|
|
42
42
|
if (path.lineTo(leftBottomPoint1[0], leftBottomPoint1[1]), !(0, vutils_1.arrayEqual)(leftBottomPoint1, leftBottomPoint2)) {
|
|
43
|
-
const centerX = leftBottomPoint1[0], centerY = leftBottomPoint1[1] -
|
|
44
|
-
path.arc(centerX, centerY,
|
|
43
|
+
const centerX = leftBottomPoint1[0], centerY = leftBottomPoint1[1] - _cornerRadius[3];
|
|
44
|
+
path.arc(centerX, centerY, _cornerRadius[3], halfPi, vutils_1.pi, !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], vutils_1.pi, vutils_1.pi + halfPi, !1);
|
|
49
49
|
}
|
|
50
50
|
return path.closePath(), path;
|
|
51
51
|
}
|