@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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{"version":3,"sources":["../../src/interface/stage.ts"],"names":[],"mappings":"","file":"stage.js","sourcesContent":["import { INode } from './node-tree';\nimport { ILayer } from './layer';\nimport { IGraphic } from './graphic';\nimport { IGroup } from './graphic/group';\nimport { IColor } from './color';\nimport { IBounds, IBoundsLike, IMatrix, IMatrixLike, IPointLike } from '@visactor/vutils';\nimport { SyncHook } from '../tapable';\nimport { IWindow } from '../core';\nimport { IDrawContext, IRenderService } from '../render';\nimport { ICamera } from './camera';\nimport { vec3 } from './matrix';\nimport { IDirectionLight } from './light';\nimport { ITicker } from '../animate';\nimport { IPluginService } from '../plugins/plugin-service';\nimport { IPickerService } from '../picker';\n\nexport type IExportType = 'canvas' | 'imageData';\n\nexport interface IStageParams {\n // x: number;\n // y: number;\n // // 视口的宽高\n // viewWidth: number;\n // viewHeight: number;\n\n // 视口的宽高\n viewBox: IBoundsLike;\n // 总的宽高\n width: number;\n height: number;\n dpr: number;\n // stage的背景\n background: string | IColor;\n // 外部的canvas\n canvas: string | HTMLCanvasElement;\n // canvas的container容器,如果不传入canvas,那就会在容器中创建canvas\n container: string | HTMLElement;\n // 是否是受控制的canvas,如果不是的话,不会进行resize等操作,也不会修改canvas的样式\n canvasControled: boolean;\n title: string;\n autoRender: boolean;\n disableDirtyBounds: boolean;\n
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{"version":3,"sources":["../../src/interface/stage.ts"],"names":[],"mappings":"","file":"stage.js","sourcesContent":["import { INode } from './node-tree';\nimport { ILayer } from './layer';\nimport { IGraphic } from './graphic';\nimport { IGroup } from './graphic/group';\nimport { IColor } from './color';\nimport { IBounds, IBoundsLike, IMatrix, IMatrixLike, IPointLike } from '@visactor/vutils';\nimport { SyncHook } from '../tapable';\nimport { IWindow } from '../core';\nimport { IDrawContext, IRenderService } from '../render';\nimport { ICamera } from './camera';\nimport { vec3 } from './matrix';\nimport { IDirectionLight } from './light';\nimport { ITicker } from '../animate';\nimport { IPluginService } from '../plugins/plugin-service';\nimport { IPickerService } from '../picker';\n\nexport type IExportType = 'canvas' | 'imageData';\n\nexport interface IStageParams {\n // x: number;\n // y: number;\n // // 视口的宽高\n // viewWidth: number;\n // viewHeight: number;\n\n // 视口的宽高\n viewBox: IBoundsLike;\n // 总的宽高\n width: number;\n height: number;\n dpr: number;\n // stage的背景\n background: string | IColor;\n // 外部的canvas\n canvas: string | HTMLCanvasElement;\n // canvas的container容器,如果不传入canvas,那就会在容器中创建canvas\n container: string | HTMLElement;\n // 是否是受控制的canvas,如果不是的话,不会进行resize等操作,也不会修改canvas的样式\n canvasControled: boolean;\n title: string;\n autoRender: boolean;\n disableDirtyBounds: boolean;\n // 绘制之前的钩子函数\n beforeRender: (stage: IStage) => void;\n // 绘制之后的钩子函数\n afterRender: (stage: IStage) => void;\n renderStyle?: string;\n ticker?: ITicker;\n}\n\nexport interface IOption3D {\n enableView3dTransform?: boolean; // 是否开启view3d自动旋转\n alpha?: number; // x轴的转角\n beta?: number; // y轴的转角\n gama?: number; // z轴的转角\n center?: IPointLike; // 中心位置\n fieldRatio?: number; // 透视的视域缩放比例\n fieldDepth?: number;\n light?: {\n dir?: vec3;\n color?: string;\n ambient?: number;\n };\n // 配置相机后,alpha、beta、gamma配置会失效\n camera?: any; // 相机配置\n}\n\n// TODO 命名方式\nexport interface IStage extends INode {\n stage?: IStage;\n parent: IStage | null;\n // rootNode: IStage;\n x: number;\n y: number;\n\n window: IWindow;\n\n width: number;\n height: number;\n viewWidth: number;\n viewHeight: number;\n defaultLayer: ILayer;\n dirtyBounds: IBounds | null;\n\n autoRender: boolean;\n renderCount: number;\n\n hooks: {\n beforeRender: SyncHook<[IStage]>;\n afterRender: SyncHook<[IStage]>;\n };\n\n renderService: IRenderService;\n\n option3d?: IOption3D;\n\n set3dOptions: (options: IOption3D) => void;\n light?: IDirectionLight;\n camera?: ICamera;\n\n dpr: number;\n\n viewBox: IBoundsLike;\n background: string | IColor;\n ticker: ITicker;\n increaseAutoRender: boolean;\n readonly pickerService: IPickerService;\n readonly pluginService: IPluginService;\n // 如果传入CanvasId,如果存在相同Id,说明这两个图层使用相同的Canvas绘制\n // 但需要注意的是依然是两个图层(用于解决Table嵌入ChartSpace不影响Table的绘制)\n createLayer: (canvasId?: string) => ILayer;\n sortLayer: (cb: (layer: ILayer) => number) => void;\n removeLayer: (layerId: number) => ILayer | false;\n\n render: (layers?: ILayer[], params?: Partial<IDrawContext>) => void;\n renderNextFrame: (layers?: ILayer[]) => void;\n\n // 画布操作\n resize: (w: number, h: number, rerender?: boolean) => void;\n resizeWindow: (w: number, h: number, rerender?: boolean) => void;\n resizeView: (w: number, h: number, rerender?: boolean) => void;\n setViewBox:\n | ((viewBox: IBoundsLike, rerender: boolean) => void)\n | ((x: number, y: number, w: number, h: number, rerender: boolean) => void)\n | ((x: number | IBoundsLike, y: number | boolean, w?: number, h?: number, rerender?: boolean) => void);\n setDpr: (dpr: number) => void;\n setOrigin: (x: number, y: number) => void;\n export: (type: IExportType) => HTMLCanvasElement | ImageData;\n pick: (x: number, y: number) => { graphic: IGraphic | null; group: IGroup | null } | false;\n\n // 动画相关\n startAnimate: (t: number) => void;\n setToFrame: (t: number) => void;\n dirty: (b: IBounds, matrix?: IMatrix) => void;\n // 考虑操作回放\n\n renderTo: (window: IWindow, params: { x: number; y: number; width: number; height: number }) => void;\n\n renderToNewWindow: (fullImage?: boolean) => IWindow;\n\n toCanvas: (fullImage?: boolean) => HTMLCanvasElement | null;\n\n setBeforeRender: (cb: (stage: IStage) => void) => void;\n\n setAfterRender: (cb: (stage: IStage) => void) => void;\n\n afterNextRender: (cb: (stage: IStage) => void) => void;\n enableAutoRender: () => void;\n disableAutoRender: () => void;\n enableIncrementalAutoRender: () => void;\n disableIncrementalAutoRender: () => void;\n enableDirtyBounds: () => void;\n disableDirtyBounds: () => void;\n enableView3dTransform: () => void;\n disableView3dTranform: () => void;\n clearViewBox: (color?: string) => void;\n release: () => void;\n setStage: (stage?: IStage) => void;\n\n setCursor: (mode?: string) => void;\n}\n\nexport declare function combineStage(srages: IStage[], params: { canvas: string | HTMLCanvasElement }): IStage;\n"]}
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@@ -27,7 +27,7 @@ let DefaultCanvasRectPicker = class {
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if ("imprecise" === rect.attribute.pickMode) return !0;
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const {pickContext: pickContext} = null != params ? params : {};
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if (!pickContext) return !1;
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const rectAttribute = (0, graphic_1.getTheme)(rect).rect, {
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const rectAttribute = (0, graphic_1.getTheme)(rect).rect, {cornerRadius: cornerRadius = rectAttribute.cornerRadius} = rect.attribute;
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let {x: x = rectAttribute.x, y: y = rectAttribute.y} = rect.attribute;
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pickContext.highPerformanceSave();
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let onlyTranslate = !0;
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@@ -36,8 +36,8 @@ let DefaultCanvasRectPicker = class {
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x += point.x, y += point.y, pickContext.setTransformForCurrent();
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} else x = 0, y = 0, onlyTranslate = !1, pickContext.transformFromMatrix(rect.transMatrix, !0);
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let picked = !0;
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if (!onlyTranslate || (0, vutils_1.isNumber)(
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vutils_1.isArray)(
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if (!onlyTranslate || (0, vutils_1.isNumber)(cornerRadius, !0) && 0 !== cornerRadius || (0,
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vutils_1.isArray)(cornerRadius) && cornerRadius.some((num => 0 !== num))) picked = !1,
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this.canvasRenderer.drawShape(rect, pickContext, x, y, {}, null, ((context, rectAttribute, themeAttribute) => !!picked || (picked = context.isPointInPath(point.x, point.y),
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picked)), ((context, rectAttribute, themeAttribute) => {
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if (picked) return !0;
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1
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+
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{};\n if (!pickContext) {\n return false;\n }\n\n // const { rectAttribute } = graphicService.themeService.getCurrentTheme();\n const rectAttribute = getTheme(rect).rect;\n const { cornerRadius = rectAttribute.cornerRadius } = rect.attribute;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n pickContext.highPerformanceSave();\n let onlyTranslate = true;\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n onlyTranslate = false;\n pickContext.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n pickContext.setTransformForCurrent();\n }\n\n let picked = true;\n // 处理圆角情况,无圆角直接使用bounds判断结果\n if (\n !onlyTranslate ||\n (isNumber(cornerRadius, true) && cornerRadius !== 0) ||\n (isArray(cornerRadius) && (<number[]>cornerRadius).some(num => num !== 0))\n ) {\n // 详细形状判断\n picked = false;\n this.canvasRenderer.drawShape(\n rect,\n pickContext,\n x,\n y,\n {} as any,\n null,\n (\n context: IContext2d,\n rectAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => {\n // 选中后面就不需要再走逻辑了\n if (picked) {\n return true;\n }\n picked = context.isPointInPath(point.x, point.y);\n return picked;\n },\n (\n context: IContext2d,\n rectAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => {\n // 选中后面就不需要再走逻辑了\n if (picked) {\n return true;\n }\n const lineWidth = rectAttribute.lineWidth || themeAttribute.lineWidth;\n pickContext.lineWidth = getScaledStroke(pickContext, lineWidth, pickContext.dpr);\n picked = context.isPointInStroke(point.x, point.y);\n return picked;\n }\n );\n } else if (picked) {\n // 如果只有描边那需要测试描边\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n lineWidth = rectAttribute.lineWidth\n } = rect.attribute;\n if (fill) {\n picked = true;\n } else if (stroke) {\n const bounds = rect.AABBBounds;\n _bounds.setValue(bounds.x1, bounds.y1, bounds.x2, bounds.y2);\n _bounds.expand(-lineWidth / 2);\n picked = !_bounds.containsPoint(point);\n }\n }\n\n pickContext.highPerformanceRestore();\n return picked; // 无圆角形状判断通过\n }\n}\n"]}
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@@ -27,7 +27,7 @@ let DefaultMathRectPicker = class {
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27
27
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if ("imprecise" === rect.attribute.pickMode) return !0;
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28
28
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const {pickContext: pickContext} = null != params ? params : {};
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29
29
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if (!pickContext) return !1;
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-
const rectAttribute = (0, theme_1.getTheme)(rect).rect, {
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30
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+
const rectAttribute = (0, theme_1.getTheme)(rect).rect, {cornerRadius: cornerRadius = rectAttribute.cornerRadius} = rect.attribute;
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31
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let {x: x = rectAttribute.x, y: y = rectAttribute.y} = rect.attribute;
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32
32
|
pickContext.highPerformanceSave();
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33
33
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let onlyTranslate = !0;
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@@ -36,8 +36,8 @@ let DefaultMathRectPicker = class {
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36
36
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x += point.x, y += point.y, pickContext.setTransformForCurrent();
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37
37
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} else x = 0, y = 0, onlyTranslate = !1, pickContext.transformFromMatrix(rect.transMatrix, !0);
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38
38
|
let picked = !0;
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39
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-
if (!onlyTranslate || (0, vutils_1.isNumber)(
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40
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-
vutils_1.isArray)(
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39
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+
if (!onlyTranslate || (0, vutils_1.isNumber)(cornerRadius, !0) && 0 !== cornerRadius || (0,
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40
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+
vutils_1.isArray)(cornerRadius) && cornerRadius.some((num => 0 !== num))) picked = !1,
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41
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this.canvasRenderer.drawShape(rect, pickContext, x, y, {}, null, ((context, rectAttribute, themeAttribute) => !!picked || (picked = context.isPointInPath(point.x, point.y),
|
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42
42
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picked)), ((context, rectAttribute, themeAttribute) => {
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43
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if (picked) return !0;
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@@ -1 +1 @@
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1
|
-
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|
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1
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+
{"version":3,"sources":["../../src/picker/contributions/math-picker/rect-picker.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;AAAA,6CAAyE;AACzE,yCAA+C;AAC/C,kDAAkD;AAElD,4CAA6D;AAE7D,0DAA8D;AAE9D,MAAM,OAAO,GAAG,IAAI,mBAAU,EAAE,CAAC;AAG1B,IAAM,qBAAqB,GAA3B,MAAM,qBAAqB;IAIhC,YAAgD,cAA8B;QAA9B,mBAAc,GAAd,cAAc,CAAgB;QAH9E,SAAI,GAAW,MAAM,CAAC;QACtB,eAAU,GAAW,4BAAgB,CAAC;IAE2C,CAAC;IAElF,QAAQ,CAAC,IAAW,EAAE,KAAa,EAAE,MAAoB;QACvD,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE;YACzC,OAAO,KAAK,CAAC;SACd;QACD,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,KAAK,WAAW,EAAE;YAC3C,OAAO,IAAI,CAAC;SACb;QAED,MAAM,EAAE,WAAW,EAAE,GAAG,MAAM,aAAN,MAAM,cAAN,MAAM,GAAI,EAAE,CAAC;QACrC,IAAI,CAAC,WAAW,EAAE;YAChB,OAAO,KAAK,CAAC;SACd;QAGD,MAAM,aAAa,GAAG,IAAA,gBAAQ,EAAC,IAAI,CAAC,CAAC,IAAI,CAAC;QAC1C,MAAM,EAAE,YAAY,GAAG,aAAa,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC;QACrE,IAAI,EAAE,CAAC,GAAG,aAAa,CAAC,CAAC,EAAE,CAAC,GAAG,aAAa,CAAC,CAAC,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC;QAElE,WAAW,CAAC,mBAAmB,EAAE,CAAC;QAClC,IAAI,aAAa,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,aAAa,EAAE,EAAE;YAErC,CAAC,GAAG,CAAC,CAAC;YACN,CAAC,GAAG,CAAC,CAAC;YACN,aAAa,GAAG,KAAK,CAAC;YACtB,WAAW,CAAC,mBAAmB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;SACzD;aAAM;YACL,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,aAAa,CAAC,CAAC;YAC9C,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;YACb,CAAC,IAAI,KAAK,CAAC,CAAC,CAAC;YAEb,WAAW,CAAC,sBAAsB,EAAE,CAAC;SACtC;QAED,IAAI,MAAM,GAAG,IAAI,CAAC;QAElB,IACE,CAAC,aAAa;YACd,CAAC,IAAA,iBAAQ,EAAC,YAAY,EAAE,IAAI,CAAC,IAAI,YAAY,KAAK,CAAC,CAAC;YACpD,CAAC,IAAA,gBAAO,EAAC,YAAY,CAAC,IAAe,YAAa,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,EAC1E;YAEA,MAAM,GAAG,KAAK,CAAC;YACf,IAAI,CAAC,cAAc,CAAC,SAAS,CAC3B,IAAI,EACJ,WAAW,EACX,CAAC,EACD,CAAC,EACD,EAAS,EACT,IAAI,EACJ,CACE,OAAmB,EACnB,aAA0D,EAC1D,cAA+B,EAC/B,EAAE;gBAEF,IAAI,MAAM,EAAE;oBACV,OAAO,IAAI,CAAC;iBACb;gBACD,MAAM,GAAG,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;gBACjD,OAAO,MAAM,CAAC;YAChB,CAAC,EACD,CACE,OAAmB,EACnB,aAA0D,EAC1D,cAA+B,EAC/B,EAAE;gBAEF,IAAI,MAAM,EAAE;oBACV,OAAO,IAAI,CAAC;iBACb;gBACD,MAAM,SAAS,GAAG,aAAa,CAAC,SAAS,IAAI,cAAc,CAAC,SAAS,CAAC;gBACtE,WAAW,CAAC,SAAS,GAAG,SAAS,CAAC;gBAClC,MAAM,GAAG,OAAO,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;gBACnD,OAAO,MAAM,CAAC;YAChB,CAAC,CACF,CAAC;SACH;aAAM,IAAI,MAAM,EAAE;YAEjB,MAAM,EACJ,IAAI,GAAG,aAAa,CAAC,IAAI,EACzB,MAAM,GAAG,aAAa,CAAC,MAAM,EAC7B,SAAS,GAAG,aAAa,CAAC,SAAS,EACpC,GAAG,IAAI,CAAC,SAAS,CAAC;YACnB,IAAI,IAAI,EAAE;gBACR,MAAM,GAAG,IAAI,CAAC;aACf;iBAAM,IAAI,MAAM,EAAE;gBACjB,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC;gBAC/B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,EAAE,MAAM,CAAC,EAAE,EAAE,MAAM,CAAC,EAAE,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC;gBAC7D,OAAO,CAAC,MAAM,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;gBAC/B,MAAM,GAAG,CAAC,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;aACxC;SACF;QAED,WAAW,CAAC,sBAAsB,EAAE,CAAC;QACrC,OAAO,MAAM,CAAC;IAChB,CAAC;CACF,CAAA;AAvGY,qBAAqB;IADjC,IAAA,sBAAU,GAAE;IAKE,WAAA,IAAA,kBAAM,EAAC,mBAAU,CAAC,CAAA;;GAJpB,qBAAqB,CAuGjC;AAvGY,sDAAqB","file":"rect-picker.js","sourcesContent":["import { isArray, isNumber, IPoint, AABBBounds } from '@visactor/vutils';\nimport { inject, injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { IGraphicAttribute, IContext2d, IMarkAttribute, IRect, IThemeAttribute } from '../../../interface';\nimport { IGraphicRender, RectRender } from '../../../render';\nimport { IGraphicPicker, IPickParams } from '../../picker-service';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\n\nconst _bounds = new AABBBounds();\n\n@injectable()\nexport class DefaultMathRectPicker implements IGraphicPicker {\n type: string = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n constructor(@inject(RectRender) public readonly canvasRenderer: IGraphicRender) {}\n\n contains(rect: IRect, point: IPoint, params?: IPickParams): boolean {\n if (!rect.AABBBounds.containsPoint(point)) {\n return false;\n }\n if (rect.attribute.pickMode === 'imprecise') {\n return true;\n }\n\n const { pickContext } = params ?? {};\n if (!pickContext) {\n return false;\n }\n\n // const { rectAttribute } = graphicService.themeService.getCurrentTheme();\n const rectAttribute = getTheme(rect).rect;\n const { cornerRadius = rectAttribute.cornerRadius } = rect.attribute;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n pickContext.highPerformanceSave();\n let onlyTranslate = true;\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n onlyTranslate = false;\n pickContext.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n pickContext.setTransformForCurrent();\n }\n\n let picked = true;\n // 处理圆角情况,无圆角直接使用bounds判断结果\n if (\n !onlyTranslate ||\n (isNumber(cornerRadius, true) && cornerRadius !== 0) ||\n (isArray(cornerRadius) && (<number[]>cornerRadius).some(num => num !== 0))\n ) {\n // 详细形状判断\n picked = false;\n this.canvasRenderer.drawShape(\n rect,\n pickContext,\n x,\n y,\n {} as any,\n null,\n (\n context: IContext2d,\n rectAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => {\n // 选中后面就不需要再走逻辑了\n if (picked) {\n return true;\n }\n picked = context.isPointInPath(point.x, point.y);\n return picked;\n },\n (\n context: IContext2d,\n rectAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => {\n // 选中后面就不需要再走逻辑了\n if (picked) {\n return true;\n }\n const lineWidth = rectAttribute.lineWidth || themeAttribute.lineWidth;\n pickContext.lineWidth = lineWidth;\n picked = context.isPointInStroke(point.x, point.y);\n return picked;\n }\n );\n } else if (picked) {\n // 如果只有描边那需要测试描边\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n lineWidth = rectAttribute.lineWidth\n } = rect.attribute;\n if (fill) {\n picked = true;\n } else if (stroke) {\n const bounds = rect.AABBBounds;\n _bounds.setValue(bounds.x1, bounds.y1, bounds.x2, bounds.y2);\n _bounds.expand(-lineWidth / 2);\n picked = !_bounds.containsPoint(point);\n }\n }\n\n pickContext.highPerformanceRestore();\n return picked; // 无圆角形状判断通过\n }\n}\n"]}
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@@ -82,7 +82,7 @@ let DefaultCanvasArcRender = class {
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82
82
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return collapsedToLine;
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83
83
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}
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84
84
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drawShape(arc, context, x, y, drawContext, params, fillCb, strokeCb) {
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85
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-
const arcAttribute = (0, theme_1.getTheme)(arc, null == params ? void 0 : params.theme).arc, {fill: fill = arcAttribute.fill, background: background, stroke: stroke = arcAttribute.stroke, opacity: opacity = arcAttribute.opacity, fillOpacity: fillOpacity = arcAttribute.fillOpacity, lineWidth: lineWidth = arcAttribute.lineWidth, strokeOpacity: strokeOpacity = arcAttribute.strokeOpacity, visible: visible = arcAttribute.visible} = arc.attribute, fVisible = (0,
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85
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+
const arcAttribute = (0, theme_1.getTheme)(arc, null == params ? void 0 : params.theme).arc, {fill: fill = arcAttribute.fill, background: background, stroke: stroke = arcAttribute.stroke, opacity: opacity = arcAttribute.opacity, fillOpacity: fillOpacity = arcAttribute.fillOpacity, lineWidth: lineWidth = arcAttribute.lineWidth, strokeOpacity: strokeOpacity = arcAttribute.strokeOpacity, visible: visible = arcAttribute.visible, x: originX = arcAttribute.x, y: originY = arcAttribute.y} = arc.attribute, fVisible = (0,
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86
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utils_2.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_2.strokeVisible)(opacity, strokeOpacity), doFill = (0,
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87
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utils_2.runFill)(fill), doStroke = (0, utils_2.runStroke)(stroke, lineWidth);
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88
88
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if (!arc.valid || !visible) return;
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@@ -95,8 +95,8 @@ let DefaultCanvasArcRender = class {
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95
95
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this._arcRenderContribitions.sort(((a, b) => b.order - a.order))), this._arcRenderContribitions.forEach((c => {
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96
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c.time === base_contribution_render_1.BaseRenderContributionTime.beforeFillStroke && c.drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, fillCb, strokeCb);
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97
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})), context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute),
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98
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-
doFill && (fillCb ? fillCb(context, arc.attribute, arcAttribute) : fVisible && (context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute),
|
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99
|
-
context.fill())), doStroke && isFullStroke && (strokeCb ? strokeCb(context, arc.attribute, arcAttribute) : sVisible && (context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute),
|
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98
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+
doFill && (fillCb ? fillCb(context, arc.attribute, arcAttribute) : fVisible && (context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute),
|
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99
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+
context.fill())), doStroke && isFullStroke && (strokeCb ? strokeCb(context, arc.attribute, arcAttribute) : sVisible && (context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute),
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100
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context.stroke()))), !isFullStroke && doStroke) {
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101
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context.beginPath();
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102
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(0, utils_2.drawArcPath)(arc, context, x, y, outerRadius, innerRadius, arrayStroke);
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@@ -1 +1 @@
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1
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-
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{ abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor\n} from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport {\n cornerTangents,\n drawArcPath,\n drawPathProxy,\n fillVisible,\n intersect,\n runFill,\n runStroke,\n strokeVisible\n} from './utils';\nimport { getConicGradientAt } from '../../../canvas/contributions/browser/conical-gradient';\nimport { ArcRenderContribution, IArcRenderContribution } from './contributions/arc-contribution-render';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n@injectable()\nexport class DefaultCanvasArcRender implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n protected _arcRenderContribitions: IArcRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: ContributionProvider<IArcRenderContribution>\n ) {}\n\n // drawArcPath(\n // arc: IArc,\n // context: IContext2d | IPath2D,\n // cx: number,\n // cy: number,\n // outerRadius: number,\n // innerRadius: number,\n // partStroke?: boolean[]\n // ) {\n // const { startAngle, endAngle } = arc.getParsedAngle();\n\n // const deltaAngle = abs(endAngle - startAngle);\n // const clockwise: boolean = endAngle > startAngle;\n // let collapsedToLine: boolean = false;\n // // 规范化outerRadius和innerRadius\n // if (outerRadius < innerRadius) {\n // const temp = outerRadius;\n // outerRadius = innerRadius;\n // innerRadius = temp;\n // }\n // // Is it a point?\n // if (outerRadius <= epsilon) {\n // context.moveTo(cx, cy);\n // } else if (deltaAngle >= pi2 - epsilon) {\n // // 是个完整的圆环\n // // Or is it a circle or annulus?\n // context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n // context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n // if (innerRadius > epsilon) {\n // context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n // context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n // }\n // } else {\n // const cornerRadius = arc.getParsedCornerRadius();\n // // Or is it a circular or annular sector?\n // const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n // arc.getParsePadAngle(startAngle, endAngle);\n\n // const outerCornerRadiusStart = cornerRadius;\n // const outerCornerRadiusEnd = cornerRadius;\n // const innerCornerRadiusEnd = cornerRadius;\n // const innerCornerRadiusStart = cornerRadius;\n // const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n // const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n // let limitedOcr = maxOuterCornerRadius;\n // let limitedIcr = maxInnerCornerRadius;\n\n // const xors = outerRadius * cos(outerStartAngle);\n // const yors = outerRadius * sin(outerStartAngle);\n // const xire = innerRadius * cos(innerEndAngle);\n // const yire = innerRadius * sin(innerEndAngle);\n\n // // Apply rounded corners?\n // let xore: number;\n // let yore: number;\n // let xirs: number;\n // let yirs: number;\n\n // if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n // xore = outerRadius * cos(outerEndAngle);\n // yore = outerRadius * sin(outerEndAngle);\n // xirs = innerRadius * cos(innerStartAngle);\n // yirs = innerRadius * sin(innerStartAngle);\n\n // // Restrict the corner radius according to the sector angle.\n // if (deltaAngle < pi) {\n // const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n // if (oc) {\n // const ax = xors - oc[0];\n // const ay = yors - oc[1];\n // const bx = xore - oc[0];\n // const by = yore - oc[1];\n // const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n // const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n // limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n // limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n // }\n // }\n // }\n\n // // Is the sector collapsed to a line?\n // // 角度过小,会将acr处理为圆心到半径的一条线\n // if (outerDeltaAngle < 0.001) {\n // // 如果有左右边的话\n // if (partStroke && (partStroke[3] || partStroke[1])) {\n // context.moveTo(cx + xors, cy + yors);\n // }\n // collapsedToLine = true;\n // } else if (limitedOcr > epsilon) {\n // const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n // const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // // Does the sector’s outer ring have rounded corners?\n // const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n // const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // // Have the corners merged?\n // if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n // } else {\n // context.moveTo(\n // cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n // cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n // );\n // }\n // } else {\n // // Otherwise, draw the two corners and the ring.\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // cornerRadiusStart > 0 &&\n // context.arc(\n // cx + t0.cx,\n // cy + t0.cy,\n // cornerRadiusStart,\n // atan2(t0.y01, t0.x01),\n // atan2(t0.y11, t0.x11),\n // !clockwise\n // );\n // context.arc(\n // cx,\n // cy,\n // outerRadius,\n // atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n // atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n // !clockwise\n // );\n // cornerRadiusEnd > 0 &&\n // context.arc(\n // cx + t1.cx,\n // cy + t1.cy,\n // cornerRadiusEnd,\n // atan2(t1.y11, t1.x11),\n // atan2(t1.y01, t1.x01),\n // !clockwise\n // );\n // } else {\n // if (cornerRadiusEnd > 0) {\n // context.moveTo(\n // cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n // cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n // );\n // } else {\n // context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n // }\n // }\n // }\n // } else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n // if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n // if (!partStroke || partStroke[1]) {\n // context.lineTo(cx + xire, cy + yire);\n // } else {\n // context.moveTo(cx + xire, cy + yire);\n // }\n // collapsedToLine = true;\n // } else if (limitedIcr > epsilon) {\n // const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n // const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // // Does the sector’s inner ring (or point) have rounded corners?\n // const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n // const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n // if (!partStroke || partStroke[1]) {\n // context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // } else {\n // context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // }\n\n // // Have the corners merged?\n // if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n // const arcEndAngle = atan2(t1.y01, t1.x01);\n // if (!partStroke || partStroke[2]) {\n // context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n // } else {\n // context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n // }\n // } else {\n // // Otherwise, draw the two corners and the ring.\n // if (!partStroke || partStroke[2]) {\n // cornerRadiusEnd > 0 &&\n // context.arc(\n // cx + t0.cx,\n // cy + t0.cy,\n // cornerRadiusEnd,\n // atan2(t0.y01, t0.x01),\n // atan2(t0.y11, t0.x11),\n // !clockwise\n // );\n // context.arc(\n // cx,\n // cy,\n // innerRadius,\n // atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n // atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n // clockwise\n // );\n // cornerRadiusStart > 0 &&\n // context.arc(\n // cx + t1.cx,\n // cy + t1.cy,\n // cornerRadiusStart,\n // atan2(t1.y11, t1.x11),\n // atan2(t1.y01, t1.x01),\n // !clockwise\n // );\n // } else {\n // if (cornerRadiusStart > 0) {\n // context.moveTo(\n // cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n // cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n // );\n // } else {\n // context.moveTo(cx + xirs, cy + yirs);\n // }\n // }\n // }\n // } else {\n // // Or is the inner ring just a circular arc?\n // if (!partStroke || partStroke[1]) {\n // context.lineTo(cx + xire, cy + yire);\n // } else {\n // context.moveTo(cx + xire, cy + yire);\n // }\n // if (!partStroke || partStroke[2]) {\n // context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n // } else {\n // context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n // }\n // }\n // }\n\n // if (!partStroke) {\n // context.closePath();\n // } else if (partStroke[3]) {\n // context.lineTo(cx + outerRadius * cos(endAngle), cy + outerRadius * cos(endAngle));\n // }\n\n // return collapsedToLine;\n // }\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n const {\n fill = arcAttribute.fill,\n background,\n stroke = arcAttribute.stroke,\n opacity = arcAttribute.opacity,\n fillOpacity = arcAttribute.fillOpacity,\n lineWidth = arcAttribute.lineWidth,\n strokeOpacity = arcAttribute.strokeOpacity,\n visible = arcAttribute.visible\n } = arc.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(arc.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const {\n outerRadius = arcAttribute.outerRadius,\n innerRadius = arcAttribute.innerRadius,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\n // }\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n if (!this._arcRenderContribitions) {\n this._arcRenderContribitions = this.arcRenderContribitions.getContributions() || [];\n this._arcRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._arcRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n c.drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, fillCb, strokeCb);\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fill();\n }\n }\n\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (cap && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n }\n\n if (!this._arcRenderContribitions) {\n this._arcRenderContribitions = this.arcRenderContribitions.getContributions() || [];\n }\n this._arcRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n context.highPerformanceSave();\n\n let { x = arcAttribute.x, y = arcAttribute.y } = arc.attribute;\n if (!arc.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(arc.transMatrix, true);\n } else {\n const point = arc.getOffsetXY(arcAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(arc, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(arc, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
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{ abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { parseStroke } from '../../../common/utils';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n IContext2d,\n IArc,\n IPath2D,\n IGraphicAttribute,\n IMarkAttribute,\n IThemeAttribute,\n IGradientColor\n} from '../../../interface';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport {\n cornerTangents,\n drawArcPath,\n drawPathProxy,\n fillVisible,\n intersect,\n runFill,\n runStroke,\n strokeVisible\n} from './utils';\nimport { getConicGradientAt } from '../../../canvas/contributions/browser/conical-gradient';\nimport { ArcRenderContribution, IArcRenderContribution } from './contributions/arc-contribution-render';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\nimport { ARC_NUMBER_TYPE } from '../../../graphic/constants';\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n@injectable()\nexport class DefaultCanvasArcRender implements IGraphicRender {\n type: 'arc';\n numberType: number = ARC_NUMBER_TYPE;\n\n protected _arcRenderContribitions: IArcRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(ArcRenderContribution)\n protected readonly arcRenderContribitions: ContributionProvider<IArcRenderContribution>\n ) {}\n\n // drawArcPath(\n // arc: IArc,\n // context: IContext2d | IPath2D,\n // cx: number,\n // cy: number,\n // outerRadius: number,\n // innerRadius: number,\n // partStroke?: boolean[]\n // ) {\n // const { startAngle, endAngle } = arc.getParsedAngle();\n\n // const deltaAngle = abs(endAngle - startAngle);\n // const clockwise: boolean = endAngle > startAngle;\n // let collapsedToLine: boolean = false;\n // // 规范化outerRadius和innerRadius\n // if (outerRadius < innerRadius) {\n // const temp = outerRadius;\n // outerRadius = innerRadius;\n // innerRadius = temp;\n // }\n // // Is it a point?\n // if (outerRadius <= epsilon) {\n // context.moveTo(cx, cy);\n // } else if (deltaAngle >= pi2 - epsilon) {\n // // 是个完整的圆环\n // // Or is it a circle or annulus?\n // context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n // context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n // if (innerRadius > epsilon) {\n // context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n // context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n // }\n // } else {\n // const cornerRadius = arc.getParsedCornerRadius();\n // // Or is it a circular or annular sector?\n // const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n // arc.getParsePadAngle(startAngle, endAngle);\n\n // const outerCornerRadiusStart = cornerRadius;\n // const outerCornerRadiusEnd = cornerRadius;\n // const innerCornerRadiusEnd = cornerRadius;\n // const innerCornerRadiusStart = cornerRadius;\n // const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n // const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n // let limitedOcr = maxOuterCornerRadius;\n // let limitedIcr = maxInnerCornerRadius;\n\n // const xors = outerRadius * cos(outerStartAngle);\n // const yors = outerRadius * sin(outerStartAngle);\n // const xire = innerRadius * cos(innerEndAngle);\n // const yire = innerRadius * sin(innerEndAngle);\n\n // // Apply rounded corners?\n // let xore: number;\n // let yore: number;\n // let xirs: number;\n // let yirs: number;\n\n // if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n // xore = outerRadius * cos(outerEndAngle);\n // yore = outerRadius * sin(outerEndAngle);\n // xirs = innerRadius * cos(innerStartAngle);\n // yirs = innerRadius * sin(innerStartAngle);\n\n // // Restrict the corner radius according to the sector angle.\n // if (deltaAngle < pi) {\n // const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n // if (oc) {\n // const ax = xors - oc[0];\n // const ay = yors - oc[1];\n // const bx = xore - oc[0];\n // const by = yore - oc[1];\n // const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n // const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n // limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n // limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n // }\n // }\n // }\n\n // // Is the sector collapsed to a line?\n // // 角度过小,会将acr处理为圆心到半径的一条线\n // if (outerDeltaAngle < 0.001) {\n // // 如果有左右边的话\n // if (partStroke && (partStroke[3] || partStroke[1])) {\n // context.moveTo(cx + xors, cy + yors);\n // }\n // collapsedToLine = true;\n // } else if (limitedOcr > epsilon) {\n // const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n // const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // // Does the sector’s outer ring have rounded corners?\n // const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n // const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // // Have the corners merged?\n // if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n // } else {\n // context.moveTo(\n // cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n // cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n // );\n // }\n // } else {\n // // Otherwise, draw the two corners and the ring.\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // cornerRadiusStart > 0 &&\n // context.arc(\n // cx + t0.cx,\n // cy + t0.cy,\n // cornerRadiusStart,\n // atan2(t0.y01, t0.x01),\n // atan2(t0.y11, t0.x11),\n // !clockwise\n // );\n // context.arc(\n // cx,\n // cy,\n // outerRadius,\n // atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n // atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n // !clockwise\n // );\n // cornerRadiusEnd > 0 &&\n // context.arc(\n // cx + t1.cx,\n // cy + t1.cy,\n // cornerRadiusEnd,\n // atan2(t1.y11, t1.x11),\n // atan2(t1.y01, t1.x01),\n // !clockwise\n // );\n // } else {\n // if (cornerRadiusEnd > 0) {\n // context.moveTo(\n // cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n // cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n // );\n // } else {\n // context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n // }\n // }\n // }\n // } else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n // if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n // if (!partStroke || partStroke[1]) {\n // context.lineTo(cx + xire, cy + yire);\n // } else {\n // context.moveTo(cx + xire, cy + yire);\n // }\n // collapsedToLine = true;\n // } else if (limitedIcr > epsilon) {\n // const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n // const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // // Does the sector’s inner ring (or point) have rounded corners?\n // const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n // const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n // if (!partStroke || partStroke[1]) {\n // context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // } else {\n // context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n // }\n\n // // Have the corners merged?\n // if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n // const arcEndAngle = atan2(t1.y01, t1.x01);\n // if (!partStroke || partStroke[2]) {\n // context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n // } else {\n // context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n // }\n // } else {\n // // Otherwise, draw the two corners and the ring.\n // if (!partStroke || partStroke[2]) {\n // cornerRadiusEnd > 0 &&\n // context.arc(\n // cx + t0.cx,\n // cy + t0.cy,\n // cornerRadiusEnd,\n // atan2(t0.y01, t0.x01),\n // atan2(t0.y11, t0.x11),\n // !clockwise\n // );\n // context.arc(\n // cx,\n // cy,\n // innerRadius,\n // atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n // atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n // clockwise\n // );\n // cornerRadiusStart > 0 &&\n // context.arc(\n // cx + t1.cx,\n // cy + t1.cy,\n // cornerRadiusStart,\n // atan2(t1.y11, t1.x11),\n // atan2(t1.y01, t1.x01),\n // !clockwise\n // );\n // } else {\n // if (cornerRadiusStart > 0) {\n // context.moveTo(\n // cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n // cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n // );\n // } else {\n // context.moveTo(cx + xirs, cy + yirs);\n // }\n // }\n // }\n // } else {\n // // Or is the inner ring just a circular arc?\n // if (!partStroke || partStroke[1]) {\n // context.lineTo(cx + xire, cy + yire);\n // } else {\n // context.moveTo(cx + xire, cy + yire);\n // }\n // if (!partStroke || partStroke[2]) {\n // context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n // } else {\n // context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n // }\n // }\n // }\n\n // if (!partStroke) {\n // context.closePath();\n // } else if (partStroke[3]) {\n // context.lineTo(cx + outerRadius * cos(endAngle), cy + outerRadius * cos(endAngle));\n // }\n\n // return collapsedToLine;\n // }\n\n // 绘制尾部cap\n drawArcTailCapPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n _sa: number,\n _ea: number\n ) {\n const capAngle = _ea - _sa;\n const data = arc.getParsedAngle();\n const startAngle = data.startAngle;\n let endAngle = data.endAngle;\n endAngle = _ea;\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n const a1 = endAngle - capAngle - 0.03;\n const a2 = atan2(t1.y11, t1.x11);\n context.arc(cx, cy, outerRadius, a1, a2, !clockwise);\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n }\n } else {\n context.moveTo(cx + xors, cy + yors);\n }\n // else {\n // // Or is the outer ring just a circular arc?\n // if (!partStroke || partStroke[0]) {\n // context.moveTo(cx + xors, cy + yors);\n // context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n // } else {\n // // context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + yore);\n // }\n // }\n // // Is there no inner ring, and it’s a circular sector?\n // // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n context.lineTo(cx + xire, cy + yire);\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n const a1 = atan2(t0.cy + t0.y11, t0.cx + t0.x11);\n const a2 = endAngle - capAngle - 0.03;\n context.arc(cx, cy, innerRadius, a1, a2, clockwise);\n }\n } else {\n context.lineTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n\n return collapsedToLine;\n }\n\n drawShape(\n arc: IArc,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n const {\n fill = arcAttribute.fill,\n background,\n stroke = arcAttribute.stroke,\n opacity = arcAttribute.opacity,\n fillOpacity = arcAttribute.fillOpacity,\n lineWidth = arcAttribute.lineWidth,\n strokeOpacity = arcAttribute.strokeOpacity,\n visible = arcAttribute.visible,\n x: originX = arcAttribute.x,\n y: originY = arcAttribute.y\n } = arc.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(arc.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const {\n outerRadius = arcAttribute.outerRadius,\n innerRadius = arcAttribute.innerRadius,\n cap = arcAttribute.cap,\n forceShowCap = arcAttribute.forceShowCap\n } = arc.attribute;\n\n const { isFullStroke, stroke: arrayStroke } = parseStroke(stroke);\n if (doFill || isFullStroke) {\n context.beginPath();\n // if (arc.shouldUpdateShape()) {\n // // 更新shape\n // arc.cache = new Path2D(context);\n // this.drawArcPath(arc, arc.cache, x, y, outerRadius, innerRadius);\n // arc.clearUpdateShapeTag();\n // } else {\n // if (arc.cache) {\n // renderCommandList(arc.cache.commandList, context);\n // }\n // }\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此arc不再使用cache\n drawArcPath(arc, context, x, y, outerRadius, innerRadius);\n\n if (!this._arcRenderContribitions) {\n this._arcRenderContribitions = this.arcRenderContribitions.getContributions() || [];\n this._arcRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._arcRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n c.drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, fillCb, strokeCb);\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(arc, arc.attribute, arcAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, arc.attribute, arcAttribute);\n } else if (fVisible) {\n context.setCommonStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.fill();\n }\n }\n\n if (doStroke && isFullStroke) {\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, originX - x, originY - y, arcAttribute);\n context.stroke();\n }\n }\n }\n\n // 需要局部渲染描边的时候\n if (!isFullStroke && doStroke) {\n context.beginPath();\n const collapsedToLine = drawArcPath(arc, context, x, y, outerRadius, innerRadius, arrayStroke);\n\n if (strokeCb) {\n strokeCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n context.stroke();\n }\n }\n\n // 绘制cap\n if (cap && forceShowCap) {\n const { startAngle: sa, endAngle: ea } = arc.getParsedAngle();\n const deltaAngle = abs(ea - sa);\n if (deltaAngle >= pi2 - epsilon) {\n context.beginPath();\n const capWidth = Math.abs(outerRadius - innerRadius) / 2;\n // 以外边界长度为准\n const capAngle = capWidth / outerRadius;\n const { endAngle = arcAttribute.endAngle, fill = arcAttribute.fill } = arc.attribute;\n const startAngle = endAngle;\n this.drawArcTailCapPath(arc, context, x, y, outerRadius, innerRadius, startAngle, startAngle + capAngle);\n if (doFill) {\n // 获取渐变色最后一个颜色\n const color = fill;\n if ((color as IGradientColor).gradient === 'conical') {\n const lastColor = getConicGradientAt(0, 0, endAngle, color as any);\n if (fillCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (fillVisible) {\n // context.closePath();\n context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n context.fillStyle = lastColor as string;\n context.fill();\n }\n }\n }\n if (doStroke) {\n if (strokeCb) {\n // fillCb(context, arc.attribute, arcAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(arc, arc.attribute, x, y, arcAttribute);\n // context.strokeStyle = 'red';\n context.stroke();\n }\n }\n }\n }\n\n if (!this._arcRenderContribitions) {\n this._arcRenderContribitions = this.arcRenderContribitions.getContributions() || [];\n }\n this._arcRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(arc, context, x, y, doFill, doStroke, fVisible, sVisible, arcAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(arc: IArc, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n // const arcAttribute = graphicService.themeService.getCurrentTheme().arcAttribute;\n const arcAttribute = getTheme(arc, params?.theme).arc;\n\n context.highPerformanceSave();\n\n let { x = arcAttribute.x, y = arcAttribute.y } = arc.attribute;\n if (!arc.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(arc.transMatrix, true);\n } else {\n const point = arc.getOffsetXY(arcAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(arc, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(arc, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
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drawSegmentItem(context, cache, fill, fillOpacity, attribute, defaultAttribute, clipRange, offsetX, offsetY, offsetZ, area, fillCb) {
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(0, render_area_1.drawAreaSegments)(context.camera ? context : context.nativeContext, cache, clipRange, {
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@@ -146,8 +146,9 @@ let DefaultCanvasAreaRender = class {
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c.time === contributions_1.BaseRenderContributionTime.beforeFillStroke && c.drawShape(area, context, offsetX, offsetY, !!fillOpacity, !1, fill, !1, defaultAttribute, fillCb, null, {
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})), context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute)
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})), context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute);
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const {x: originX = 0, x: originY = 0} = attribute;
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return !1 !== fill && (fillCb ? fillCb(context, attribute, defaultAttribute) : fillOpacity && (context.setCommonStyle(area, attribute, originX - offsetX, originY - offsetY, defaultAttribute),
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context.fill())), this._areaRenderContribitions || (this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || []),
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c.time === contributions_1.BaseRenderContributionTime.afterFillStroke && c.drawShape(area, context, offsetX, offsetY, !!fillOpacity, !1, fill, !1, defaultAttribute, fillCb, null, {
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@@ -1 +1 @@
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{ min, IPointLike } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection\n} from '../../../interface';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution, IAreaRenderContribution } from './contributions/area-contribution-render';\nimport { BaseRenderContributionTime } from './contributions';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n protected _areaRenderContribitions: IAreaRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: ContributionProvider<IAreaRenderContribution>\n ) {}\n\n drawShape(\n area: IArea,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n fillOpacity = areaAttribute.fillOpacity,\n opacity = areaAttribute.opacity,\n visible = areaAttribute.visible,\n z = areaAttribute.z,\n stroke = area.attribute.stroke,\n lineWidth = areaAttribute.lineWidth,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n\n if (!(area.valid && visible)) {\n return;\n }\n\n if (!doFill && !doStroke) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || fillCb) && !sVisible && !strokeCb) {\n return;\n }\n\n const { clipRange = areaAttribute.clipRange } = area.attribute;\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n const { points, segments, curveType = areaAttribute.curveType } = area.attribute;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: ISegPath2D;\n const topCaches = segments.map((seg, index) => {\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n lastTopSeg = calcLineCache(seg.points, curveType, {\n startPoint\n });\n return lastTopSeg;\n });\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n lastBottomSeg = calcLineCache(bottomPoints, curveType);\n bottomCaches.unshift(lastBottomSeg);\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cache = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n fillOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n fillCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n fillOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n fillCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n !!fill,\n fillOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n fillCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n\n // const areaAttribute = graphicService.themeService.getCurrentTheme().areaAttribute;\n const areaAttribute = getTheme(area, params?.theme).area;\n let { x = areaAttribute.x, y = areaAttribute.y } = area.attribute;\n\n context.highPerformanceSave();\n\n if (!area.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(area.transMatrix, true);\n } else {\n const point = area.getOffsetXY(areaAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(area, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(area, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n context.beginPath();\n\n const ret: boolean = false;\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ\n });\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n this._areaRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute);\n\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, attribute, offsetX, offsetY, defaultAttribute);\n context.fill();\n }\n }\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n return ret;\n }\n}\n"]}
|
|
1
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+
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{ min, IPointLike } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport type {\n IArea,\n IAreaCacheItem,\n IAreaGraphicAttribute,\n IGraphicAttribute,\n IContext2d,\n ICurveType,\n IMarkAttribute,\n IThemeAttribute,\n ISegPath2D,\n IDirection\n} from '../../../interface';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport {\n genLinearSegments,\n genBasisSegments,\n genMonotoneXSegments,\n genMonotoneYSegments,\n genStepSegments,\n genLinearClosedSegments\n} from '../../../common/segment';\n\nimport { getTheme } from '../../../graphic/theme';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { AreaRenderContribution, IAreaRenderContribution } from './contributions/area-contribution-render';\nimport { BaseRenderContributionTime } from './contributions';\nimport { drawAreaSegments } from '../../../common/render-area';\nimport { AREA_NUMBER_TYPE } from '../../../graphic/constants';\n\nfunction calcLineCache(\n points: IPointLike[],\n curveType: ICurveType,\n params?: { direction?: IDirection; startPoint?: IPointLike }\n): ISegPath2D | null {\n switch (curveType) {\n case 'linear':\n return genLinearSegments(points, params);\n case 'basis':\n return genBasisSegments(points, params);\n case 'monotoneX':\n return genMonotoneXSegments(points, params);\n case 'monotoneY':\n return genMonotoneYSegments(points, params);\n case 'step':\n return genStepSegments(points, 0.5, params);\n case 'stepBefore':\n return genStepSegments(points, 0, params);\n case 'stepAfter':\n return genStepSegments(points, 1, params);\n case 'linearClosed':\n return genLinearClosedSegments(points, params);\n default:\n return genLinearSegments(points, params);\n }\n}\n\n@injectable()\nexport class DefaultCanvasAreaRender implements IGraphicRender {\n type: 'area';\n numberType: number = AREA_NUMBER_TYPE;\n\n protected _areaRenderContribitions: IAreaRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(AreaRenderContribution)\n protected readonly areaRenderContribitions: ContributionProvider<IAreaRenderContribution>\n ) {}\n\n drawShape(\n area: IArea,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const areaAttribute = getTheme(area, params?.theme).area;\n const {\n fill = areaAttribute.fill,\n fillOpacity = areaAttribute.fillOpacity,\n opacity = areaAttribute.opacity,\n visible = areaAttribute.visible,\n z = areaAttribute.z,\n stroke = area.attribute.stroke,\n lineWidth = areaAttribute.lineWidth,\n strokeOpacity = areaAttribute.strokeOpacity\n } = area.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n\n if (!(area.valid && visible)) {\n return;\n }\n\n if (!doFill && !doStroke) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || fillCb) && !sVisible && !strokeCb) {\n return;\n }\n\n const { clipRange = areaAttribute.clipRange } = area.attribute;\n\n // 更新cache\n if (area.shouldUpdateShape()) {\n const { points, segments, curveType = areaAttribute.curveType } = area.attribute;\n if (segments && segments.length) {\n let startPoint: IPointLike;\n let lastTopSeg: ISegPath2D;\n const topCaches = segments.map((seg, index) => {\n // 添加上一个segment结束的点作为这个segment的起始点\n if (index === 1) {\n startPoint = { x: lastTopSeg.endX, y: lastTopSeg.endY };\n } else if (index > 1) {\n startPoint.x = lastTopSeg.endX;\n startPoint.y = lastTopSeg.endY;\n }\n lastTopSeg = calcLineCache(seg.points, curveType, {\n startPoint\n });\n return lastTopSeg;\n });\n let lastBottomSeg: ISegPath2D;\n const bottomCaches = [];\n for (let i = segments.length - 1; i >= 0; i--) {\n const points = segments[i].points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n // 处理一下bottom的segments,bottom的segments需要手动添加endPoints\n if (i !== 0) {\n const lastSegmentPoints = segments[i - 1].points;\n const endPoint = lastSegmentPoints[lastSegmentPoints.length - 1];\n endPoint &&\n bottomPoints.push({\n x: endPoint.x1 ?? endPoint.x,\n y: endPoint.y1 ?? endPoint.y\n });\n }\n lastBottomSeg = calcLineCache(bottomPoints, curveType);\n bottomCaches.unshift(lastBottomSeg);\n }\n area.cacheArea = bottomCaches.map((item, index) => ({\n top: topCaches[index],\n bottom: item\n }));\n } else if (points && points.length) {\n // 转换points\n const topPoints = points;\n const bottomPoints: IPointLike[] = [];\n for (let i = points.length - 1; i >= 0; i--) {\n bottomPoints.push({\n x: points[i].x1 ?? points[i].x,\n y: points[i].y1 ?? points[i].y\n });\n }\n const topCache = calcLineCache(topPoints, curveType);\n const bottomCache = calcLineCache(\n bottomPoints,\n curveType === 'stepBefore' ? 'stepAfter' : curveType === 'stepAfter' ? 'stepBefore' : curveType\n );\n\n area.cacheArea = { top: topCache, bottom: bottomCache };\n } else {\n area.cache = null;\n area.clearUpdateShapeTag();\n return;\n }\n area.clearUpdateShapeTag();\n }\n\n if (Array.isArray(area.cacheArea)) {\n if (clipRange === 1) {\n let skip = false;\n // 性能优化,不需要clip的线段不需要计算长度\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n fillOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n clipRange,\n x,\n y,\n z,\n area,\n fillCb\n );\n });\n } else {\n // 如果是segments的话,每个clipRange需要重新计算\n // 整个线段的总长度\n const totalLength = area.cacheArea.reduce((l, c) => l + c.top.getLength(), 0);\n // 总需要绘制的长度\n const totalDrawLength = clipRange * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let skip = false;\n area.cacheArea.forEach((cache, index) => {\n if (skip) {\n return;\n }\n const curSegLength = cache.top.getLength();\n const _cr = (totalDrawLength - drawedLengthUntilLast) / curSegLength;\n drawedLengthUntilLast += curSegLength;\n if (_cr > 0) {\n skip = this.drawSegmentItem(\n context,\n cache,\n !!fill,\n fillOpacity,\n area.attribute.segments[index],\n [areaAttribute, area.attribute],\n min(_cr, 1),\n x,\n y,\n z,\n area,\n fillCb\n );\n }\n });\n }\n } else {\n this.drawSegmentItem(\n context,\n area.cacheArea as IAreaCacheItem,\n !!fill,\n fillOpacity,\n area.attribute,\n areaAttribute,\n clipRange,\n x,\n y,\n z,\n area,\n fillCb\n );\n }\n }\n\n draw(area: IArea, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n\n // const areaAttribute = graphicService.themeService.getCurrentTheme().areaAttribute;\n const areaAttribute = getTheme(area, params?.theme).area;\n let { x = areaAttribute.x, y = areaAttribute.y } = area.attribute;\n\n context.highPerformanceSave();\n\n if (!area.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(area.transMatrix, true);\n } else {\n const point = area.getOffsetXY(areaAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(area, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(area, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n\n /**\n * 绘制segment\n * @param context\n * @param cache\n * @param fill\n * @param stroke\n * @param attribute\n * @param defaultAttribute\n * @param clipRange\n * @param offsetX\n * @param offsetY\n * @param fillCb\n * @param strokeCb\n * @returns 返回true代表跳过后续绘制\n */\n protected drawSegmentItem(\n context: IContext2d,\n cache: IAreaCacheItem,\n fill: boolean,\n fillOpacity: number,\n attribute: Partial<IAreaGraphicAttribute>,\n defaultAttribute: Required<IAreaGraphicAttribute> | Partial<IAreaGraphicAttribute>[],\n clipRange: number,\n offsetX: number,\n offsetY: number,\n offsetZ: number,\n area: IArea,\n fillCb?: (\n ctx: IContext2d,\n lineAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute | IThemeAttribute[]\n ) => boolean\n ): boolean {\n context.beginPath();\n\n const ret: boolean = false;\n drawAreaSegments(context.camera ? context : context.nativeContext, cache, clipRange, {\n offsetX,\n offsetY,\n offsetZ\n });\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n this._areaRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(arc, arc.attribute, x, y, arcAttribute);\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(area, attribute, defaultAttribute);\n\n const { x: originX = 0, x: originY = 0 } = attribute;\n if (fill !== false) {\n if (fillCb) {\n fillCb(context, attribute, defaultAttribute);\n } else if (fillOpacity) {\n context.setCommonStyle(area, attribute, originX - offsetX, originY - offsetY, defaultAttribute);\n context.fill();\n }\n }\n\n if (!this._areaRenderContribitions) {\n this._areaRenderContribitions = this.areaRenderContribitions.getContributions() || [];\n }\n this._areaRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n area,\n context,\n offsetX,\n offsetY,\n !!fillOpacity,\n false,\n fill,\n false,\n defaultAttribute as any,\n fillCb,\n null,\n { attribute }\n );\n }\n });\n\n return ret;\n }\n}\n"]}
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@@ -23,7 +23,7 @@ let DefaultCanvasCircleRender = class {
|
|
|
23
23
|
this.circleRenderContribitions = circleRenderContribitions, this.numberType = constants_1.CIRCLE_NUMBER_TYPE;
|
|
24
24
|
}
|
|
25
25
|
drawShape(circle, context, x, y, drawContext, params, fillCb, strokeCb) {
|
|
26
|
-
const circleAttribute = (0, theme_1.getTheme)(circle, null == params ? void 0 : params.theme).circle, {fill: fill = circleAttribute.fill, background: background, stroke: stroke = circleAttribute.stroke, radius: radius = circleAttribute.radius, startAngle: startAngle = circleAttribute.startAngle, endAngle: endAngle = circleAttribute.endAngle, fillOpacity: fillOpacity = circleAttribute.fillOpacity, strokeOpacity: strokeOpacity = circleAttribute.strokeOpacity, opacity: opacity = circleAttribute.opacity, lineWidth: lineWidth = circleAttribute.lineWidth, visible: visible = circleAttribute.visible} = circle.attribute, fVisible = (0,
|
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26
|
+
const circleAttribute = (0, theme_1.getTheme)(circle, null == params ? void 0 : params.theme).circle, {fill: fill = circleAttribute.fill, background: background, stroke: stroke = circleAttribute.stroke, radius: radius = circleAttribute.radius, startAngle: startAngle = circleAttribute.startAngle, endAngle: endAngle = circleAttribute.endAngle, fillOpacity: fillOpacity = circleAttribute.fillOpacity, strokeOpacity: strokeOpacity = circleAttribute.strokeOpacity, opacity: opacity = circleAttribute.opacity, lineWidth: lineWidth = circleAttribute.lineWidth, visible: visible = circleAttribute.visible, x: originX = circleAttribute.x, y: originY = circleAttribute.y} = circle.attribute, fVisible = (0,
|
|
27
27
|
utils_1.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
|
|
28
28
|
utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
|
|
29
29
|
circle.valid && visible && (doFill || doStroke || background) && (fVisible || sVisible || fillCb || strokeCb || background) && (context.beginPath(),
|
|
@@ -31,8 +31,8 @@ let DefaultCanvasCircleRender = class {
|
|
|
31
31
|
this._circleRenderContribitions.sort(((a, b) => b.order - a.order))), this._circleRenderContribitions.forEach((c => {
|
|
32
32
|
c.time === base_contribution_render_1.BaseRenderContributionTime.beforeFillStroke && c.drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, fillCb, strokeCb);
|
|
33
33
|
})), context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute),
|
|
34
|
-
doFill && (fillCb ? fillCb(context, circle.attribute, circleAttribute) : fVisible && (context.setCommonStyle(circle, circle.attribute, x, y, circleAttribute),
|
|
35
|
-
context.fill())), doStroke && (strokeCb ? strokeCb(context, circle.attribute, circleAttribute) : sVisible && (context.setStrokeStyle(circle, circle.attribute, x, y, circleAttribute),
|
|
34
|
+
doFill && (fillCb ? fillCb(context, circle.attribute, circleAttribute) : fVisible && (context.setCommonStyle(circle, circle.attribute, originX - x, originY - y, circleAttribute),
|
|
35
|
+
context.fill())), doStroke && (strokeCb ? strokeCb(context, circle.attribute, circleAttribute) : sVisible && (context.setStrokeStyle(circle, circle.attribute, originX - x, originY - y, circleAttribute),
|
|
36
36
|
context.stroke())), this._circleRenderContribitions.forEach((c => {
|
|
37
37
|
c.time === base_contribution_render_1.BaseRenderContributionTime.afterFillStroke && c.drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, fillCb, strokeCb);
|
|
38
38
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})));
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@@ -1 +1 @@
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|
1
|
-
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{ inject, injectable, named } from 'inversify';\nimport { IGraphicAttribute, ICircle, IContext2d, IMarkAttribute, IThemeAttribute } from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { CIRCLE_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { CircleRenderContribution, ICircleRenderContribution } from './contributions/circle-contribution-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasCircleRender implements IGraphicRender {\n type: 'circle';\n numberType: number = CIRCLE_NUMBER_TYPE;\n\n protected _circleRenderContribitions: ICircleRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(CircleRenderContribution)\n protected readonly circleRenderContribitions: ContributionProvider<ICircleRenderContribution>\n ) {}\n\n drawShape(\n circle: ICircle,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const circleAttribute = graphicService.themeService.getCurrentTheme().circleAttribute;\n const circleAttribute = getTheme(circle, params?.theme).circle;\n const {\n fill = circleAttribute.fill,\n background,\n stroke = circleAttribute.stroke,\n radius = circleAttribute.radius,\n startAngle = circleAttribute.startAngle,\n endAngle = circleAttribute.endAngle,\n fillOpacity = circleAttribute.fillOpacity,\n strokeOpacity = circleAttribute.strokeOpacity,\n opacity = circleAttribute.opacity,\n lineWidth = circleAttribute.lineWidth,\n visible = circleAttribute.visible\n } = circle.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(circle.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n context.beginPath();\n context.arc(x, y, radius, startAngle, endAngle);\n context.closePath();\n\n if (!this._circleRenderContribitions) {\n this._circleRenderContribitions = this.circleRenderContribitions.getContributions() || [];\n this._circleRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n this._circleRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(circle, circle.attribute, x, y, circleAttribute);\n c.drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, fillCb, strokeCb);\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, circle.attribute, circleAttribute);\n } else if (fVisible) {\n context.setCommonStyle(circle, circle.attribute, x, y, circleAttribute);\n context.fill();\n }\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, circle.attribute, circleAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(circle, circle.attribute, x, y, circleAttribute);\n context.stroke();\n }\n }\n\n this._circleRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(circle, circle.attribute, x, y, circleAttribute);\n c.drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(circle: ICircle, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const circleAttribute = graphicService.themeService.getCurrentTheme().circleAttribute;\n const circleAttribute = getTheme(circle, params?.theme).circle;\n let { x = circleAttribute.x, y = circleAttribute.y } = circle.attribute;\n if (!circle.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(circle.transMatrix, true);\n } else {\n const point = circle.getOffsetXY(circleAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(circle, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(circle, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
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{ inject, injectable, named } from 'inversify';\nimport { IGraphicAttribute, ICircle, IContext2d, IMarkAttribute, IThemeAttribute } from '../../../interface';\nimport { getTheme } from '../../../graphic/theme';\nimport { CIRCLE_NUMBER_TYPE } from '../../../graphic/constants';\nimport { IDrawContext, IRenderService } from '../../render-service';\nimport { IGraphicRender, IGraphicRenderDrawParams } from './graphic-render';\nimport { CircleRenderContribution, ICircleRenderContribution } from './contributions/circle-contribution-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRenderContributionTime } from './contributions/base-contribution-render';\n\n@injectable()\nexport class DefaultCanvasCircleRender implements IGraphicRender {\n type: 'circle';\n numberType: number = CIRCLE_NUMBER_TYPE;\n\n protected _circleRenderContribitions: ICircleRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(CircleRenderContribution)\n protected readonly circleRenderContribitions: ContributionProvider<ICircleRenderContribution>\n ) {}\n\n drawShape(\n circle: ICircle,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const circleAttribute = graphicService.themeService.getCurrentTheme().circleAttribute;\n const circleAttribute = getTheme(circle, params?.theme).circle;\n const {\n fill = circleAttribute.fill,\n background,\n stroke = circleAttribute.stroke,\n radius = circleAttribute.radius,\n startAngle = circleAttribute.startAngle,\n endAngle = circleAttribute.endAngle,\n fillOpacity = circleAttribute.fillOpacity,\n strokeOpacity = circleAttribute.strokeOpacity,\n opacity = circleAttribute.opacity,\n lineWidth = circleAttribute.lineWidth,\n visible = circleAttribute.visible,\n x: originX = circleAttribute.x,\n y: originY = circleAttribute.y\n } = circle.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(circle.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n context.beginPath();\n context.arc(x, y, radius, startAngle, endAngle);\n context.closePath();\n\n if (!this._circleRenderContribitions) {\n this._circleRenderContribitions = this.circleRenderContribitions.getContributions() || [];\n this._circleRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n this._circleRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(circle, circle.attribute, x, y, circleAttribute);\n c.drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, fillCb, strokeCb);\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(circle, circle.attribute, circleAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, circle.attribute, circleAttribute);\n } else if (fVisible) {\n context.setCommonStyle(circle, circle.attribute, originX - x, originY - y, circleAttribute);\n context.fill();\n }\n }\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, circle.attribute, circleAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(circle, circle.attribute, originX - x, originY - y, circleAttribute);\n context.stroke();\n }\n }\n\n this._circleRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(circle, circle.attribute, x, y, circleAttribute);\n c.drawShape(circle, context, x, y, doFill, doStroke, fVisible, sVisible, circleAttribute, fillCb, strokeCb);\n }\n });\n }\n\n draw(circle: ICircle, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const circleAttribute = graphicService.themeService.getCurrentTheme().circleAttribute;\n const circleAttribute = getTheme(circle, params?.theme).circle;\n let { x = circleAttribute.x, y = circleAttribute.y } = circle.attribute;\n if (!circle.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(circle.transMatrix, true);\n } else {\n const point = circle.getOffsetXY(circleAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(circle, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(circle, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
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