@visactor/vrender 0.11.2-alpha.1 → 0.12.1

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Files changed (92) hide show
  1. package/cjs/animate/custom-animate.d.ts +3 -3
  2. package/cjs/animate/custom-animate.js +1 -1
  3. package/cjs/animate/custom-animate.js.map +1 -1
  4. package/cjs/animate/easing.d.ts +6 -0
  5. package/cjs/animate/easing.js +18 -0
  6. package/cjs/animate/easing.js.map +1 -1
  7. package/cjs/canvas/contributions/browser/context.d.ts +4 -2
  8. package/cjs/canvas/contributions/browser/context.js +3 -2
  9. package/cjs/canvas/contributions/browser/context.js.map +1 -1
  10. package/cjs/canvas/contributions/lynx/context.d.ts +2 -1
  11. package/cjs/canvas/contributions/lynx/context.js +8 -0
  12. package/cjs/canvas/contributions/lynx/context.js.map +1 -1
  13. package/cjs/common/text.js +2 -1
  14. package/cjs/common/text.js.map +1 -1
  15. package/cjs/core/stage.d.ts +23 -1
  16. package/cjs/core/stage.js +14 -9
  17. package/cjs/core/stage.js.map +1 -1
  18. package/cjs/graphic/config.js +2 -1
  19. package/cjs/graphic/config.js.map +1 -1
  20. package/cjs/graphic/graphic-service/graphic-service.js +6 -1
  21. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  22. package/cjs/graphic/richtext/wrapper.d.ts +2 -2
  23. package/cjs/graphic/richtext/wrapper.js +2 -2
  24. package/cjs/graphic/richtext/wrapper.js.map +1 -1
  25. package/cjs/index.d.ts +1 -1
  26. package/cjs/index.js +18 -18
  27. package/cjs/index.js.map +1 -1
  28. package/cjs/interface/animate.d.ts +1 -1
  29. package/cjs/interface/animate.js.map +1 -1
  30. package/cjs/interface/context.d.ts +1 -0
  31. package/cjs/interface/context.js.map +1 -1
  32. package/cjs/interface/graphic/text.d.ts +1 -0
  33. package/cjs/interface/graphic/text.js.map +1 -1
  34. package/cjs/interface/render.d.ts +1 -1
  35. package/cjs/interface/render.js.map +1 -1
  36. package/cjs/interface/stage.d.ts +9 -2
  37. package/cjs/interface/stage.js.map +1 -1
  38. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js +4 -2
  39. package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js.map +1 -1
  40. package/cjs/render/contributions/render/draw-contribution.d.ts +1 -1
  41. package/cjs/render/contributions/render/draw-contribution.js +4 -2
  42. package/cjs/render/contributions/render/draw-contribution.js.map +1 -1
  43. package/cjs/render/contributions/render/draw-interceptor.js +1 -1
  44. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  45. package/dist/index.js +100 -27
  46. package/dist/index.min.js +1 -1
  47. package/es/animate/custom-animate.d.ts +3 -3
  48. package/es/animate/custom-animate.js +1 -1
  49. package/es/animate/custom-animate.js.map +1 -1
  50. package/es/animate/easing.d.ts +6 -0
  51. package/es/animate/easing.js +18 -0
  52. package/es/animate/easing.js.map +1 -1
  53. package/es/canvas/contributions/browser/context.d.ts +4 -2
  54. package/es/canvas/contributions/browser/context.js +3 -1
  55. package/es/canvas/contributions/browser/context.js.map +1 -1
  56. package/es/canvas/contributions/lynx/context.d.ts +2 -1
  57. package/es/canvas/contributions/lynx/context.js +8 -0
  58. package/es/canvas/contributions/lynx/context.js.map +1 -1
  59. package/es/common/text.js +2 -1
  60. package/es/common/text.js.map +1 -1
  61. package/es/core/stage.d.ts +23 -1
  62. package/es/core/stage.js +14 -9
  63. package/es/core/stage.js.map +1 -1
  64. package/es/graphic/config.js +2 -1
  65. package/es/graphic/config.js.map +1 -1
  66. package/es/graphic/graphic-service/graphic-service.js +6 -1
  67. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  68. package/es/graphic/richtext/wrapper.d.ts +2 -2
  69. package/es/graphic/richtext/wrapper.js +2 -2
  70. package/es/graphic/richtext/wrapper.js.map +1 -1
  71. package/es/index.d.ts +1 -1
  72. package/es/index.js +1 -1
  73. package/es/index.js.map +1 -1
  74. package/es/interface/animate.d.ts +1 -1
  75. package/es/interface/animate.js.map +1 -1
  76. package/es/interface/context.d.ts +1 -0
  77. package/es/interface/context.js.map +1 -1
  78. package/es/interface/graphic/text.d.ts +1 -0
  79. package/es/interface/graphic/text.js.map +1 -1
  80. package/es/interface/render.d.ts +1 -1
  81. package/es/interface/render.js.map +1 -1
  82. package/es/interface/stage.d.ts +9 -2
  83. package/es/interface/stage.js.map +1 -1
  84. package/es/plugins/builtin-plugin/3dview-transform-plugin.js +4 -2
  85. package/es/plugins/builtin-plugin/3dview-transform-plugin.js.map +1 -1
  86. package/es/render/contributions/render/draw-contribution.d.ts +1 -1
  87. package/es/render/contributions/render/draw-contribution.js +4 -2
  88. package/es/render/contributions/render/draw-contribution.js.map +1 -1
  89. package/es/render/contributions/render/draw-interceptor.js +1 -1
  90. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  91. package/es/tsconfig.tsbuildinfo +1 -1
  92. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/interface/animate.ts"],"names":[],"mappings":"","file":"animate.js","sourcesContent":["import type { AnimateMode, AnimateStatus, AnimateStepType } from '../common/enums';\nimport type { Releaseable } from './common';\nimport type { IGraphic } from './graphic';\n\n// export type EasingType = (...args: any) => any;\n\nexport declare class Easing {\n static linear(t: number): number;\n static none(): typeof Easing.linear;\n /**\n * 获取缓动函数,amount指示这个缓动函数的插值方式\n * @param amount\n * @returns\n */\n static get(amount: number): (t: number) => number;\n static getPowIn(pow: number): (t: number) => number;\n static getPowOut(pow: number): (t: number) => number;\n static getPowInOut(pow: number): (t: number) => number;\n static quadIn: (t: number) => number;\n static quadOut: (t: number) => number;\n static quadInOut: (t: number) => number;\n static cubicIn: (t: number) => number;\n static cubicOut: (t: number) => number;\n static cubicInOut: (t: number) => number;\n static quartIn: (t: number) => number;\n static quartOut: (t: number) => number;\n static quartInOut: (t: number) => number;\n static quintIn: (t: number) => number;\n static quintOut: (t: number) => number;\n static quintInOut: (t: number) => number;\n static getBackIn(amount: number): (t: number) => number;\n static getBackOut(amount: number): (t: number) => number;\n static getBackInOut(amount: number): (t: number) => number;\n static backIn: (t: number) => number;\n static backOut: (t: number) => number;\n static backInOut: (t: number) => number;\n static circIn(t: number): number;\n static circOut(t: number): number;\n static circInOut(t: number): number;\n static bounceOut(t: number): number;\n static bounceIn(t: number): number;\n static bounceInOut(t: number): number;\n static getElasticIn(amplitude: number, period: number): (t: number) => number;\n static getElasticOut(amplitude: number, period: number): (t: number) => number;\n static getElasticInOut(amplitude: number, period: number): (t: number) => number;\n static elasticIn: (t: number) => number;\n static elasticOut: (t: number) => number;\n static elasticInOut: (t: number) => number;\n}\n\n// timeline管理一堆的animate,多个timeline互不影响\n// timeline主要作用是基于layer层面的整体管理\n// 每个layer默认带有一个timeline\nexport interface Timeline {\n AnimateList: IAnimate[];\n}\n\ntype IStopType = 'end' | 'start' | 'current';\n\n// TODO: 提供options配置可序列化\ninterface AnimateSpecItem {\n type: 'to' | 'delay' | 'stop' | 'any';\n params: any[];\n}\n\nexport type EasingTypeStr =\n | 'linear'\n | 'quadIn'\n | 'quadOut'\n | 'quadInOut'\n | 'quadInOut'\n | 'cubicIn'\n | 'cubicOut'\n | 'cubicInOut'\n | 'quartIn'\n | 'quartOut'\n | 'quartInOut'\n | 'quintIn'\n | 'quintOut'\n | 'quintInOut'\n | 'backIn'\n | 'backOut'\n | 'backInOut'\n | 'circIn'\n | 'circOut'\n | 'circInOut'\n | 'bounceOut'\n | 'bounceIn'\n | 'bounceInOut'\n | 'elasticIn'\n | 'elasticOut'\n | 'elasticInOut'\n | '';\nexport type EasingTypeFunc = (t: number) => number;\n\nexport type EasingType = EasingTypeStr | EasingTypeFunc;\n\nexport type IAnimateStepType = keyof typeof AnimateStepType;\n\nexport interface IStep {\n type: IAnimateStepType;\n prev?: IStep;\n // 持续时间\n duration: number;\n // 在animate中的位置\n position: number;\n next?: IStep;\n props?: any;\n parsedProps?: any;\n propKeys?: string[];\n easing?: EasingTypeFunc;\n customAnimate?: ICustomAnimate;\n\n append: (step: IStep) => void;\n getLastProps: () => any;\n}\n\nexport interface IStepConfig {\n tempProps?: boolean; // props为临时props,可以直接使用不用拷贝\n noPreventAttrs?: boolean;\n}\n\nexport interface IAnimateTarget {\n onAnimateBind?: (animte: IAnimate | ISubAnimate) => void;\n // 添加动画step的时候调用\n onAddStep?: (step: IStep) => void;\n // step时调用\n onStep: (subAnimate: ISubAnimate, animate: IAnimate, step: IStep, ratio: number, end: boolean) => void;\n // 插值函数\n stepInterpolate: (\n subAnimate: ISubAnimate,\n animate: IAnimate,\n nextAttributes: Record<string, any>,\n step: IStep,\n ratio: number,\n end: boolean,\n nextProps: Record<string, any>,\n lastProps?: Record<string, any>,\n nextParsedProps?: any,\n propKeys?: string[]\n ) => void;\n // 获取属性\n getComputedAttribute: (name: string) => any;\n // 获取默认属性\n getDefaultAttribute: (name: string) => any;\n onStop: (props?: Record<string, any>) => void;\n animates: Map<string | number, IAnimate>;\n [key: string]: any;\n}\n\nexport interface ICustomAnimate {\n duration: number;\n easing: EasingType;\n step?: IStep;\n mode?: AnimateMode;\n\n bind: (target: IAnimateTarget, subAni: ISubAnimate) => void;\n // 在第一次调用的时候触发\n onBind: () => void;\n // 第一次执行的时候调用\n onFirstRun: () => void;\n // 开始执行的时候调用(如果有循环,那每个周期都会调用)\n onStart: () => void;\n // 结束执行的时候调用(如果有循环,那每个周期都会调用)\n onEnd: () => void;\n onUpdate: (end: boolean, ratio: number, out: Record<string, any>) => void;\n update: (end: boolean, ratio: number, out: Record<string, any>) => void;\n getEndProps: () => Record<string, any> | void;\n getFromProps: () => Record<string, any> | void;\n getMergedEndProps: () => Record<string, any> | void;\n}\n\n// 每一个animate绑定一个graphic,用于描述这个graphic的动画内容\n// 在timeline层面,animate相当于是一段timeslice\nexport interface IAnimate {\n readonly id: string | number;\n status: AnimateStatus;\n\n interpolateFunc: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n\n _onStart?: (() => void)[];\n _onFrame?: ((step: IStep, ratio: number) => void)[];\n _onEnd?: (() => void)[];\n _onRemove?: (() => void)[];\n\n getStartProps: () => Record<string, any>;\n getEndProps: () => Record<string, any>;\n\n bind: (target: IAnimateTarget) => this;\n to: (props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) => this;\n from: (props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) => this;\n pause: () => void;\n resume: () => void;\n onStart: (cb: () => void) => void;\n onEnd: (cb: () => void) => void;\n onFrame: (cb: (step: IStep, ratio: number) => void) => void;\n // 屏蔽属性\n preventAttr: (key: string) => void;\n // 屏蔽属性\n preventAttrs: (key: string[]) => void;\n // 属性是否合法\n validAttr: (key: string) => boolean;\n\n runCb: (cb: (a: IAnimate, step: IStep) => void) => IAnimate;\n\n // 自定义插值,返回false表示没有匹配上\n customInterpolate: (\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IAnimateTarget,\n ret: Record<string, any>\n ) => boolean;\n //\n play: (customAnimate: ICustomAnimate) => this;\n\n // 获取该属性的上一个值\n // getLastPropByName: (name: string, step: IStep) => any;\n // delay: (duration: number) => IAnimate;\n stop: (type?: 'start' | 'end' | Record<string, any>) => void;\n /** 打上END标志,下一帧被删除 */\n release: () => void;\n // 获取持续的时长\n getDuration: () => number;\n // 获取动画开始时间(注意并不是子动画的startAt)\n getStartTime: () => number;\n // done: (cb: (_: any) => any) => IAnimate;\n // pause: () => IAnimate;\n // spec: (spec: AnimateSpecItem[]) => IAnimate;\n // start: () => void; // 有start方法,避免动画提前开始(VGrammar需要时间处理数据)\n wait: (delay: number) => this;\n\n // // 编排\n afterAll: (list: IAnimate[]) => this;\n after: (animate: IAnimate) => this;\n parallel: (animate: IAnimate) => this;\n\n // // timislice (getter)\n // startTime: number;\n // endTime: number;\n // startTimes: number[];\n // endTimes: number[];\n\n // // 高级参数,frame到frameEnd之间可以进行reverse,loop,bounce效果\n // frame: () => IAnimate;\n // frameEnd: () => IAnimate;\n reversed: (r: boolean) => IAnimate;\n loop: (n: number) => IAnimate;\n bounce: (b: boolean) => IAnimate;\n\n nextAnimate?: IAnimate;\n prevAnimate?: IAnimate;\n\n advance: (delta: number) => void;\n\n startAt: (t: number) => IAnimate;\n\n // // 语法糖\n // create: (duration: number) => IAnimate;\n // fadeIn: (duration: number) => IAnimate;\n}\n\nexport interface ISubAnimate {\n getLastStep: () => IStep;\n animate: IAnimate;\n // 获取该属性的上一个值\n getLastPropByName: (name: string, step: IStep) => any;\n}\n\n// rect.animate().abc().to({}, 1000).delay(1000).frame().to().delay().to().frameEnd().loop().bounce()\n\nexport interface BaseAnimateConfig {\n id?: number | string;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n}\n\n// VGrammar和 vrender命名不一致,好尴尬\nexport interface MorphingAnimateConfig extends Omit<BaseAnimateConfig, 'interpolate'> {\n duration?: number;\n easing?: EasingType; // 统一到easing\n delay?: number;\n}\n\nexport interface MultiMorphingAnimateConfig extends MorphingAnimateConfig {\n splitPath?: 'clone' | ((graphic: IGraphic, count: number, needAppend?: boolean) => IGraphic[]);\n individualDelay?: (index: number, count: number, fromGraphic: IGraphic, toGraphic: IGraphic) => number;\n}\n\nexport interface ITimeline {\n id: number;\n animateCount: number;\n addAnimate: (animate: IAnimate) => void;\n removeAnimate: (animate: IAnimate) => void;\n tick: (delta: number) => void;\n clear: () => void;\n pause: () => void;\n resume: () => void;\n}\n\nexport interface ITickHandler extends Releaseable {\n avaliable: () => boolean;\n /**\n * 开始执行tick\n * @param interval 延时 ms\n * @param cb 执行的回调\n */\n tick: (interval: number, cb: (handler: ITickHandler) => void) => void; // 开始\n tickTo?: (t: number, cb: (handler: ITickHandler, params?: { once: boolean }) => void) => void;\n getTime: () => number; // 获取时间\n}\n\nexport interface ITickerHandlerStatic {\n Avaliable: () => boolean;\n new (): ITickHandler;\n}\n\nexport interface ITicker {\n setFPS?: (fps: number) => void;\n setInterval?: (interval: number) => void;\n getFPS?: () => number;\n getInterval?: () => number;\n tick: (interval: number) => void;\n tickAt?: (time: number) => void;\n pause: () => boolean;\n resume: () => boolean;\n /**\n * 开启tick,force为true强制开启,否则如果timeline为空则不开启\n */\n start: (force?: boolean) => boolean;\n stop: () => void;\n}\n"]}
1
+ {"version":3,"sources":["../../src/interface/animate.ts"],"names":[],"mappings":"","file":"animate.js","sourcesContent":["import type { AnimateMode, AnimateStatus, AnimateStepType } from '../common/enums';\nimport type { Releaseable } from './common';\nimport type { IGraphic } from './graphic';\n\n// export type EasingType = (...args: any) => any;\n\nexport declare class Easing {\n static linear(t: number): number;\n static none(): typeof Easing.linear;\n /**\n * 获取缓动函数,amount指示这个缓动函数的插值方式\n * @param amount\n * @returns\n */\n static get(amount: number): (t: number) => number;\n static getPowIn(pow: number): (t: number) => number;\n static getPowOut(pow: number): (t: number) => number;\n static getPowInOut(pow: number): (t: number) => number;\n static quadIn: (t: number) => number;\n static quadOut: (t: number) => number;\n static quadInOut: (t: number) => number;\n static cubicIn: (t: number) => number;\n static cubicOut: (t: number) => number;\n static cubicInOut: (t: number) => number;\n static quartIn: (t: number) => number;\n static quartOut: (t: number) => number;\n static quartInOut: (t: number) => number;\n static quintIn: (t: number) => number;\n static quintOut: (t: number) => number;\n static quintInOut: (t: number) => number;\n static getBackIn(amount: number): (t: number) => number;\n static getBackOut(amount: number): (t: number) => number;\n static getBackInOut(amount: number): (t: number) => number;\n static backIn: (t: number) => number;\n static backOut: (t: number) => number;\n static backInOut: (t: number) => number;\n static circIn(t: number): number;\n static circOut(t: number): number;\n static circInOut(t: number): number;\n static bounceOut(t: number): number;\n static bounceIn(t: number): number;\n static bounceInOut(t: number): number;\n static getElasticIn(amplitude: number, period: number): (t: number) => number;\n static getElasticOut(amplitude: number, period: number): (t: number) => number;\n static getElasticInOut(amplitude: number, period: number): (t: number) => number;\n static elasticIn: (t: number) => number;\n static elasticOut: (t: number) => number;\n static elasticInOut: (t: number) => number;\n}\n\n// timeline管理一堆的animate,多个timeline互不影响\n// timeline主要作用是基于layer层面的整体管理\n// 每个layer默认带有一个timeline\nexport interface Timeline {\n AnimateList: IAnimate[];\n}\n\ntype IStopType = 'end' | 'start' | 'current';\n\n// TODO: 提供options配置可序列化\ninterface AnimateSpecItem {\n type: 'to' | 'delay' | 'stop' | 'any';\n params: any[];\n}\n\nexport type EasingTypeStr =\n | 'linear'\n | 'quadIn'\n | 'quadOut'\n | 'quadInOut'\n | 'quadInOut'\n | 'cubicIn'\n | 'cubicOut'\n | 'cubicInOut'\n | 'quartIn'\n | 'quartOut'\n | 'quartInOut'\n | 'quintIn'\n | 'quintOut'\n | 'quintInOut'\n | 'backIn'\n | 'backOut'\n | 'backInOut'\n | 'circIn'\n | 'circOut'\n | 'circInOut'\n | 'bounceOut'\n | 'bounceIn'\n | 'bounceInOut'\n | 'elasticIn'\n | 'elasticOut'\n | 'elasticInOut'\n | 'sineIn'\n | 'sineOut'\n | 'sineInOut'\n | 'expoIn'\n | 'expoOut'\n | 'expoInOut'\n | '';\nexport type EasingTypeFunc = (t: number) => number;\n\nexport type EasingType = EasingTypeStr | EasingTypeFunc;\n\nexport type IAnimateStepType = keyof typeof AnimateStepType;\n\nexport interface IStep {\n type: IAnimateStepType;\n prev?: IStep;\n // 持续时间\n duration: number;\n // 在animate中的位置\n position: number;\n next?: IStep;\n props?: any;\n parsedProps?: any;\n propKeys?: string[];\n easing?: EasingTypeFunc;\n customAnimate?: ICustomAnimate;\n\n append: (step: IStep) => void;\n getLastProps: () => any;\n}\n\nexport interface IStepConfig {\n tempProps?: boolean; // props为临时props,可以直接使用不用拷贝\n noPreventAttrs?: boolean;\n}\n\nexport interface IAnimateTarget {\n onAnimateBind?: (animte: IAnimate | ISubAnimate) => void;\n // 添加动画step的时候调用\n onAddStep?: (step: IStep) => void;\n // step时调用\n onStep: (subAnimate: ISubAnimate, animate: IAnimate, step: IStep, ratio: number, end: boolean) => void;\n // 插值函数\n stepInterpolate: (\n subAnimate: ISubAnimate,\n animate: IAnimate,\n nextAttributes: Record<string, any>,\n step: IStep,\n ratio: number,\n end: boolean,\n nextProps: Record<string, any>,\n lastProps?: Record<string, any>,\n nextParsedProps?: any,\n propKeys?: string[]\n ) => void;\n // 获取属性\n getComputedAttribute: (name: string) => any;\n // 获取默认属性\n getDefaultAttribute: (name: string) => any;\n onStop: (props?: Record<string, any>) => void;\n animates: Map<string | number, IAnimate>;\n [key: string]: any;\n}\n\nexport interface ICustomAnimate {\n duration: number;\n easing: EasingType;\n step?: IStep;\n mode?: AnimateMode;\n\n bind: (target: IAnimateTarget, subAni: ISubAnimate) => void;\n // 在第一次调用的时候触发\n onBind: () => void;\n // 第一次执行的时候调用\n onFirstRun: () => void;\n // 开始执行的时候调用(如果有循环,那每个周期都会调用)\n onStart: () => void;\n // 结束执行的时候调用(如果有循环,那每个周期都会调用)\n onEnd: () => void;\n onUpdate: (end: boolean, ratio: number, out: Record<string, any>) => void;\n update: (end: boolean, ratio: number, out: Record<string, any>) => void;\n getEndProps: () => Record<string, any> | void;\n getFromProps: () => Record<string, any> | void;\n getMergedEndProps: () => Record<string, any> | void;\n}\n\n// 每一个animate绑定一个graphic,用于描述这个graphic的动画内容\n// 在timeline层面,animate相当于是一段timeslice\nexport interface IAnimate {\n readonly id: string | number;\n status: AnimateStatus;\n\n interpolateFunc: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n\n _onStart?: (() => void)[];\n _onFrame?: ((step: IStep, ratio: number) => void)[];\n _onEnd?: (() => void)[];\n _onRemove?: (() => void)[];\n\n getStartProps: () => Record<string, any>;\n getEndProps: () => Record<string, any>;\n\n bind: (target: IAnimateTarget) => this;\n to: (props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) => this;\n from: (props: Record<string, any>, duration: number, easing: EasingType, params?: IStepConfig) => this;\n pause: () => void;\n resume: () => void;\n onStart: (cb: () => void) => void;\n onEnd: (cb: () => void) => void;\n onFrame: (cb: (step: IStep, ratio: number) => void) => void;\n // 屏蔽属性\n preventAttr: (key: string) => void;\n // 屏蔽属性\n preventAttrs: (key: string[]) => void;\n // 属性是否合法\n validAttr: (key: string) => boolean;\n\n runCb: (cb: (a: IAnimate, step: IStep) => void) => IAnimate;\n\n // 自定义插值,返回false表示没有匹配上\n customInterpolate: (\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IAnimateTarget,\n ret: Record<string, any>\n ) => boolean;\n //\n play: (customAnimate: ICustomAnimate) => this;\n\n // 获取该属性的上一个值\n // getLastPropByName: (name: string, step: IStep) => any;\n // delay: (duration: number) => IAnimate;\n stop: (type?: 'start' | 'end' | Record<string, any>) => void;\n /** 打上END标志,下一帧被删除 */\n release: () => void;\n // 获取持续的时长\n getDuration: () => number;\n // 获取动画开始时间(注意并不是子动画的startAt)\n getStartTime: () => number;\n // done: (cb: (_: any) => any) => IAnimate;\n // pause: () => IAnimate;\n // spec: (spec: AnimateSpecItem[]) => IAnimate;\n // start: () => void; // 有start方法,避免动画提前开始(VGrammar需要时间处理数据)\n wait: (delay: number) => this;\n\n // // 编排\n afterAll: (list: IAnimate[]) => this;\n after: (animate: IAnimate) => this;\n parallel: (animate: IAnimate) => this;\n\n // // timislice (getter)\n // startTime: number;\n // endTime: number;\n // startTimes: number[];\n // endTimes: number[];\n\n // // 高级参数,frame到frameEnd之间可以进行reverse,loop,bounce效果\n // frame: () => IAnimate;\n // frameEnd: () => IAnimate;\n reversed: (r: boolean) => IAnimate;\n loop: (n: number) => IAnimate;\n bounce: (b: boolean) => IAnimate;\n\n nextAnimate?: IAnimate;\n prevAnimate?: IAnimate;\n\n advance: (delta: number) => void;\n\n startAt: (t: number) => IAnimate;\n\n // // 语法糖\n // create: (duration: number) => IAnimate;\n // fadeIn: (duration: number) => IAnimate;\n}\n\nexport interface ISubAnimate {\n getLastStep: () => IStep;\n animate: IAnimate;\n // 获取该属性的上一个值\n getLastPropByName: (name: string, step: IStep) => any;\n}\n\n// rect.animate().abc().to({}, 1000).delay(1000).frame().to().delay().to().frameEnd().loop().bounce()\n\nexport interface BaseAnimateConfig {\n id?: number | string;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n}\n\n// VGrammar和 vrender命名不一致,好尴尬\nexport interface MorphingAnimateConfig extends Omit<BaseAnimateConfig, 'interpolate'> {\n duration?: number;\n easing?: EasingType; // 统一到easing\n delay?: number;\n}\n\nexport interface MultiMorphingAnimateConfig extends MorphingAnimateConfig {\n splitPath?: 'clone' | ((graphic: IGraphic, count: number, needAppend?: boolean) => IGraphic[]);\n individualDelay?: (index: number, count: number, fromGraphic: IGraphic, toGraphic: IGraphic) => number;\n}\n\nexport interface ITimeline {\n id: number;\n animateCount: number;\n addAnimate: (animate: IAnimate) => void;\n removeAnimate: (animate: IAnimate) => void;\n tick: (delta: number) => void;\n clear: () => void;\n pause: () => void;\n resume: () => void;\n}\n\nexport interface ITickHandler extends Releaseable {\n avaliable: () => boolean;\n /**\n * 开始执行tick\n * @param interval 延时 ms\n * @param cb 执行的回调\n */\n tick: (interval: number, cb: (handler: ITickHandler) => void) => void; // 开始\n tickTo?: (t: number, cb: (handler: ITickHandler, params?: { once: boolean }) => void) => void;\n getTime: () => number; // 获取时间\n}\n\nexport interface ITickerHandlerStatic {\n Avaliable: () => boolean;\n new (): ITickHandler;\n}\n\nexport interface ITicker {\n setFPS?: (fps: number) => void;\n setInterval?: (interval: number) => void;\n getFPS?: () => number;\n getInterval?: () => number;\n tick: (interval: number) => void;\n tickAt?: (time: number) => void;\n pause: () => boolean;\n resume: () => boolean;\n /**\n * 开启tick,force为true强制开启,否则如果timeline为空则不开启\n */\n start: (force?: boolean) => boolean;\n stop: () => void;\n}\n"]}
@@ -37,6 +37,7 @@ export interface ITextStyleParams {
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  fontWeight?: string | number;
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  textAlign?: CanvasTextAlign;
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  textBaseline?: CanvasTextBaseline;
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+ scaleIn3d?: boolean;
40
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  }
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42
  export interface ISetCommonStyleParams {
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  attribute: Partial<ICommonStyleParams & ITransform>;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/interface/context.ts"],"names":[],"mappings":"","file":"context.js","sourcesContent":["import type { Matrix, IMatrix, IBoundsLike, IPointLike } from '@visactor/vutils';\nimport type { ICamera } from './camera';\nimport type { ICanvas } from './canvas';\nimport type { Releaseable } from './common';\nimport type { mat4, vec3 } from './matrix';\nimport type { IFillType, IStrokeType, ITransform } from './graphic';\n\nexport interface IConicalGradientData {\n addColorStop: (pos: number, color: string) => void;\n readonly stops: [number, string][];\n GetPattern: (minW: number, minH: number, deltaAngle?: number) => CanvasPattern | null;\n}\n\n// 用于commonStyle函数的参数\nexport interface ICommonStyleParams {\n fill?: IFillType;\n fillOpacity?: number;\n shadowBlur?: number;\n shadowColor?: string;\n shadowOffsetX?: number;\n shadowOffsetY?: number;\n opacity?: number;\n blur?: number;\n}\n\nexport interface IStrokeStyleParams {\n stroke?: IStrokeType | IStrokeType[];\n strokeOpacity?: number;\n lineDash?: number[];\n lineDashOffset?: number;\n lineWidth?: number;\n lineCap?: CanvasLineCap;\n lineJoin?: CanvasLineJoin;\n miterLimit?: number;\n opacity?: number;\n}\nexport interface ITextStyleParams {\n font?: string;\n fontSize: number;\n fontFamily?: string;\n fontWeight?: string | number;\n textAlign?: CanvasTextAlign;\n textBaseline?: CanvasTextBaseline;\n}\n\nexport interface ISetCommonStyleParams {\n attribute: Partial<ICommonStyleParams & ITransform>;\n AABBBounds: IBoundsLike;\n}\n\nexport interface ISetStrokeStyleParams {\n attribute: Partial<IStrokeStyleParams & ITransform>;\n AABBBounds: IBoundsLike;\n}\nexport interface IContext2d extends Releaseable {\n stack: IMatrix[];\n inuse?: boolean;\n camera?: ICamera;\n modelMatrix?: mat4;\n drawPromise?: Promise<any>;\n // 属性代理\n fillStyle: string | CanvasGradient | CanvasPattern;\n disableFill?: boolean;\n disableStroke?: boolean;\n disableBeginPath?: boolean;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n font: string;\n globalAlpha: number;\n lineCap: string;\n lineDashOffset: number;\n lineJoin: string;\n lineWidth: number;\n miterLimit: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n strokeStyle: string | CanvasGradient | CanvasPattern;\n dpr: number;\n /**\n * @deprecated textAlign方法不建议使用,请使用setTextStyle\n */\n textAlign: string;\n /**\n * @deprecated textBaseline方法不建议使用,请使用setTextStyle\n */\n textBaseline: string;\n nativeContext: CanvasRenderingContext2D | any;\n canvas: ICanvas;\n [key: string]: any; //类型没有索引签名\n\n getCanvas: () => ICanvas;\n\n getContext: () => any;\n\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent: (force?: boolean) => void;\n /**\n * 获取当前矩阵信息\n */\n currentMatrix: IMatrix;\n\n /**\n * 清空画布\n */\n clear: () => void;\n\n restore: () => void;\n highPerformanceRestore: () => void;\n\n /**\n *\n * @param angle 弧度数\n */\n rotate: (angle: number, setTransform?: boolean) => void;\n\n save: () => void;\n highPerformanceSave: () => void;\n\n project?: (x: number, y: number, z?: number) => IPointLike;\n view?: (x: number, y: number, z?: number) => vec3;\n\n scale: (x: number, y: number, setTransform?: boolean) => void;\n\n scalePoint: (sx: number, sy: number, px: number, py: number, setTransform?: boolean) => void;\n transform: (\n m11: number,\n m12: number,\n m21: number,\n m22: number,\n dx: number,\n dy: number,\n setTransform?: boolean\n ) => void;\n transformFromMatrix: (matrix: Matrix, setTransform?: boolean) => void;\n setTransform: (\n m11: number,\n m12: number,\n m21: number,\n m22: number,\n dx: number,\n dy: number,\n setTransform?: boolean,\n dpr?: number\n ) => void;\n setTransformFromMatrix: (matrix: Matrix, setTransform?: boolean, dpr?: number) => void;\n\n resetTransform: (setTransform?: boolean, dpr?: number) => void;\n\n translate: (x: number, y: number, setTransform?: boolean) => void;\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees: (deg: number, setTransform?: boolean) => void;\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout: (rad: number, x: number, y: number, setTransform?: boolean) => void;\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout: (deg: number, x: number, y: number, setTransform?: boolean) => void;\n\n beginPath: () => void;\n\n clip: ((fillRule?: CanvasFillRule) => void) & ((path: Path2D, fillRule?: CanvasFillRule) => void);\n\n arc: (\n x: number,\n y: number,\n radius: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean,\n z?: number\n ) => void;\n\n arcTo: (x1: number, y1: number, x2: number, y2: number, radius: number) => void;\n\n bezierCurveTo: (cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) => void;\n\n closePath: () => void;\n\n ellipse: (\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) => void;\n\n lineTo: (x: number, y: number, z?: number) => void;\n\n moveTo: (x: number, y: number, z?: number) => void;\n\n quadraticCurveTo: (cpx: number, cpy: number, x: number, y: number, z?: number) => void;\n\n rect: (x: number, y: number, w: number, h: number, z?: number) => void;\n\n createImageData: (imageDataOrSw: number | ImageData, sh?: number) => ImageData;\n\n createLinearGradient: (x0: number, y0: number, x1: number, y1: number) => CanvasGradient;\n\n createPattern: (\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ICanvas | any,\n repetition: string\n ) => CanvasPattern | null;\n\n createRadialGradient: (x0: number, y0: number, r0: number, x1: number, y1: number, r1: number) => CanvasGradient;\n\n createConicGradient: (x: number, y: number, startAngle: number, endAngle: number) => IConicalGradientData | null;\n\n // createConicGradient: (x: number, y: number, startAngle: number, endAngle: number) => IConicalGradient | null;\n\n // fill(fillRule?: CanvasFillRule): void;\n fill: (path?: Path2D, fillRule?: CanvasFillRule) => void;\n\n fillRect: (x: number, y: number, w: number, h: number) => void;\n\n clearRect: (x: number, y: number, w: number, h: number) => void;\n\n fillText: (text: string, x: number, y: number, z?: number) => void;\n\n getImageData: (sx: number, sy: number, sw: number, sh: number) => ImageData;\n\n getLineDash: () => number[];\n\n isPointInPath: (x: number, y: number) => boolean;\n isPointInStroke: (x: number, y: number) => boolean;\n\n measureText: (text: string, method?: 'native' | 'simple' | 'quick') => { width: number };\n\n putImageData: (imagedata: ImageData, dx: number, dy: number) => void;\n\n setLineDash: (segments: number[]) => void;\n\n stroke: (path?: Path2D) => void;\n\n strokeRect: (x: number, y: number, w: number, h: number) => void;\n\n strokeText: (text: string, x: number, y: number, z?: number) => void;\n\n drawImage: ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | ICanvas | any,\n dstX: number,\n dstY: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | ICanvas | any,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | ICanvas | any,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void);\n\n setCommonStyle: (\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) => void;\n\n setShadowStyle?: (\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n defultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) => void;\n\n setStrokeStyle: (\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defultParams?: Required<IStrokeStyleParams> | Partial<IStrokeStyleParams>[]\n ) => void;\n\n setTextStyle: (params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams, z?: number) => void;\n setTextStyleWithoutAlignBaseline: (\n params: Partial<ITextStyleParams>,\n defaultParams?: ITextStyleParams,\n z?: number\n ) => void;\n\n draw: (...params: any) => void;\n\n clearMatrix: (setTransform?: boolean, dpr?: number) => void;\n onlyTranslate: (dpr?: number) => boolean;\n}\n\nexport interface IContextLike {\n // 属性代理\n fillStyle: string | CanvasGradient | CanvasPattern;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n font: string;\n globalAlpha: number;\n lineCap: string;\n lineDashOffset: number;\n lineJoin: string;\n lineWidth: number;\n miterLimit: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n strokeStyle: string | CanvasGradient | CanvasPattern;\n dpr: number;\n /**\n * @deprecated textAlign方法不建议使用,请使用setTextStyle\n */\n textAlign: string;\n /**\n * @deprecated textBaseline方法不建议使用,请使用setTextStyle\n */\n textBaseline: string;\n nativeContext: CanvasRenderingContext2D | any;\n [key: string]: any; //类型没有索引签名\n\n /**\n * 清空画布\n */\n clear: () => void;\n\n restore: () => void;\n\n save: () => void;\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n\n translate: (x: number, y: number) => void;\n\n beginPath: () => void;\n\n clip: ((fillRule?: CanvasFillRule) => void) & ((path: Path2D, fillRule?: CanvasFillRule) => void);\n\n arc: (x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean) => void;\n\n arcTo: ((x1: number, y1: number, x2: number, y2: number, radius: number) => void) &\n ((x1: number, y1: number, x2: number, y2: number, radiusX: number, radiusY: number, rotation: number) => void);\n\n bezierCurveTo: (cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) => void;\n\n closePath: () => void;\n\n ellipse: (\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) => void;\n\n lineTo: (x: number, y: number) => void;\n\n moveTo: (x: number, y: number) => void;\n\n quadraticCurveTo: (cpx: number, cpy: number, x: number, y: number) => void;\n\n rect: (x: number, y: number, w: number, h: number) => void;\n\n fill: (path?: Path2D, fillRule?: CanvasFillRule) => void;\n\n fillRect: (x: number, y: number, w: number, h: number) => void;\n\n clearRect: (x: number, y: number, w: number, h: number) => void;\n\n fillText: (text: string, x: number, y: number, maxWidth?: number) => void;\n\n getImageData: (sx: number, sy: number, sw: number, sh: number) => ImageData;\n\n getLineDash: () => number[];\n\n isPointInPath: (x: number, y: number) => boolean;\n isPointInStroke: (x: number, y: number) => boolean;\n\n measureText: (text: string, method?: 'native' | 'simple' | 'quick') => { width: number };\n\n putImageData: (\n imagedata: ImageData,\n dx: number,\n dy: number,\n dirtyX?: number,\n dirtyY?: number,\n dirtyWidth?: number,\n dirtyHeight?: number\n ) => void;\n\n setLineDash: (segments: number[]) => void;\n\n stroke: (path?: Path2D) => void;\n\n strokeRect: (x: number, y: number, w: number, h: number) => void;\n\n strokeText: (text: string, x: number, y: number, maxWidth?: number) => void;\n\n drawImage: ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | any,\n dstX: number,\n dstY: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | any,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | any,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void);\n\n clearMatrix: () => void;\n onlyTranslate: () => boolean;\n}\n"]}
1
+ {"version":3,"sources":["../../src/interface/context.ts"],"names":[],"mappings":"","file":"context.js","sourcesContent":["import type { Matrix, IMatrix, IBoundsLike, IPointLike } from '@visactor/vutils';\nimport type { ICamera } from './camera';\nimport type { ICanvas } from './canvas';\nimport type { Releaseable } from './common';\nimport type { mat4, vec3 } from './matrix';\nimport type { IFillType, IStrokeType, ITransform } from './graphic';\n\nexport interface IConicalGradientData {\n addColorStop: (pos: number, color: string) => void;\n readonly stops: [number, string][];\n GetPattern: (minW: number, minH: number, deltaAngle?: number) => CanvasPattern | null;\n}\n\n// 用于commonStyle函数的参数\nexport interface ICommonStyleParams {\n fill?: IFillType;\n fillOpacity?: number;\n shadowBlur?: number;\n shadowColor?: string;\n shadowOffsetX?: number;\n shadowOffsetY?: number;\n opacity?: number;\n blur?: number;\n}\n\nexport interface IStrokeStyleParams {\n stroke?: IStrokeType | IStrokeType[];\n strokeOpacity?: number;\n lineDash?: number[];\n lineDashOffset?: number;\n lineWidth?: number;\n lineCap?: CanvasLineCap;\n lineJoin?: CanvasLineJoin;\n miterLimit?: number;\n opacity?: number;\n}\nexport interface ITextStyleParams {\n font?: string;\n fontSize: number;\n fontFamily?: string;\n fontWeight?: string | number;\n textAlign?: CanvasTextAlign;\n textBaseline?: CanvasTextBaseline;\n scaleIn3d?: boolean;\n}\n\nexport interface ISetCommonStyleParams {\n attribute: Partial<ICommonStyleParams & ITransform>;\n AABBBounds: IBoundsLike;\n}\n\nexport interface ISetStrokeStyleParams {\n attribute: Partial<IStrokeStyleParams & ITransform>;\n AABBBounds: IBoundsLike;\n}\nexport interface IContext2d extends Releaseable {\n stack: IMatrix[];\n inuse?: boolean;\n camera?: ICamera;\n modelMatrix?: mat4;\n drawPromise?: Promise<any>;\n // 属性代理\n fillStyle: string | CanvasGradient | CanvasPattern;\n disableFill?: boolean;\n disableStroke?: boolean;\n disableBeginPath?: boolean;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n font: string;\n globalAlpha: number;\n lineCap: string;\n lineDashOffset: number;\n lineJoin: string;\n lineWidth: number;\n miterLimit: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n strokeStyle: string | CanvasGradient | CanvasPattern;\n dpr: number;\n /**\n * @deprecated textAlign方法不建议使用,请使用setTextStyle\n */\n textAlign: string;\n /**\n * @deprecated textBaseline方法不建议使用,请使用setTextStyle\n */\n textBaseline: string;\n nativeContext: CanvasRenderingContext2D | any;\n canvas: ICanvas;\n [key: string]: any; //类型没有索引签名\n\n getCanvas: () => ICanvas;\n\n getContext: () => any;\n\n /**\n * 设置当前ctx 的transform信息\n */\n setTransformForCurrent: (force?: boolean) => void;\n /**\n * 获取当前矩阵信息\n */\n currentMatrix: IMatrix;\n\n /**\n * 清空画布\n */\n clear: () => void;\n\n restore: () => void;\n highPerformanceRestore: () => void;\n\n /**\n *\n * @param angle 弧度数\n */\n rotate: (angle: number, setTransform?: boolean) => void;\n\n save: () => void;\n highPerformanceSave: () => void;\n\n project?: (x: number, y: number, z?: number) => IPointLike;\n view?: (x: number, y: number, z?: number) => vec3;\n\n scale: (x: number, y: number, setTransform?: boolean) => void;\n\n scalePoint: (sx: number, sy: number, px: number, py: number, setTransform?: boolean) => void;\n transform: (\n m11: number,\n m12: number,\n m21: number,\n m22: number,\n dx: number,\n dy: number,\n setTransform?: boolean\n ) => void;\n transformFromMatrix: (matrix: Matrix, setTransform?: boolean) => void;\n setTransform: (\n m11: number,\n m12: number,\n m21: number,\n m22: number,\n dx: number,\n dy: number,\n setTransform?: boolean,\n dpr?: number\n ) => void;\n setTransformFromMatrix: (matrix: Matrix, setTransform?: boolean, dpr?: number) => void;\n\n resetTransform: (setTransform?: boolean, dpr?: number) => void;\n\n translate: (x: number, y: number, setTransform?: boolean) => void;\n /**\n * 旋转角度,自动转换为弧度\n * @param deg 角度数\n */\n rotateDegrees: (deg: number, setTransform?: boolean) => void;\n\n /**\n * 绕点旋转\n * @param rad 弧度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateAbout: (rad: number, x: number, y: number, setTransform?: boolean) => void;\n\n /**\n * 绕点旋转\n * @param deg 旋转角度\n * @param x 旋转中心点x\n * @param y 旋转中心点y\n */\n rotateDegreesAbout: (deg: number, x: number, y: number, setTransform?: boolean) => void;\n\n beginPath: () => void;\n\n clip: ((fillRule?: CanvasFillRule) => void) & ((path: Path2D, fillRule?: CanvasFillRule) => void);\n\n arc: (\n x: number,\n y: number,\n radius: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean,\n z?: number\n ) => void;\n\n arcTo: (x1: number, y1: number, x2: number, y2: number, radius: number) => void;\n\n bezierCurveTo: (cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) => void;\n\n closePath: () => void;\n\n ellipse: (\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) => void;\n\n lineTo: (x: number, y: number, z?: number) => void;\n\n moveTo: (x: number, y: number, z?: number) => void;\n\n quadraticCurveTo: (cpx: number, cpy: number, x: number, y: number, z?: number) => void;\n\n rect: (x: number, y: number, w: number, h: number, z?: number) => void;\n\n createImageData: (imageDataOrSw: number | ImageData, sh?: number) => ImageData;\n\n createLinearGradient: (x0: number, y0: number, x1: number, y1: number) => CanvasGradient;\n\n createPattern: (\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ICanvas | any,\n repetition: string\n ) => CanvasPattern | null;\n\n createRadialGradient: (x0: number, y0: number, r0: number, x1: number, y1: number, r1: number) => CanvasGradient;\n\n createConicGradient: (x: number, y: number, startAngle: number, endAngle: number) => IConicalGradientData | null;\n\n // createConicGradient: (x: number, y: number, startAngle: number, endAngle: number) => IConicalGradient | null;\n\n // fill(fillRule?: CanvasFillRule): void;\n fill: (path?: Path2D, fillRule?: CanvasFillRule) => void;\n\n fillRect: (x: number, y: number, w: number, h: number) => void;\n\n clearRect: (x: number, y: number, w: number, h: number) => void;\n\n fillText: (text: string, x: number, y: number, z?: number) => void;\n\n getImageData: (sx: number, sy: number, sw: number, sh: number) => ImageData;\n\n getLineDash: () => number[];\n\n isPointInPath: (x: number, y: number) => boolean;\n isPointInStroke: (x: number, y: number) => boolean;\n\n measureText: (text: string, method?: 'native' | 'simple' | 'quick') => { width: number };\n\n putImageData: (imagedata: ImageData, dx: number, dy: number) => void;\n\n setLineDash: (segments: number[]) => void;\n\n stroke: (path?: Path2D) => void;\n\n strokeRect: (x: number, y: number, w: number, h: number) => void;\n\n strokeText: (text: string, x: number, y: number, z?: number) => void;\n\n drawImage: ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | ICanvas | any,\n dstX: number,\n dstY: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | ICanvas | any,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | ICanvas | any,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void);\n\n setCommonStyle: (\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) => void;\n\n setShadowStyle?: (\n params: ISetCommonStyleParams,\n attribute: ICommonStyleParams,\n defultParams?: ICommonStyleParams | Partial<ICommonStyleParams>[]\n ) => void;\n\n setStrokeStyle: (\n params: ISetStrokeStyleParams,\n attribute: IStrokeStyleParams,\n // 用于渐变色\n offsetX: number,\n offsetY: number,\n defultParams?: Required<IStrokeStyleParams> | Partial<IStrokeStyleParams>[]\n ) => void;\n\n setTextStyle: (params: Partial<ITextStyleParams>, defaultParams?: ITextStyleParams, z?: number) => void;\n setTextStyleWithoutAlignBaseline: (\n params: Partial<ITextStyleParams>,\n defaultParams?: ITextStyleParams,\n z?: number\n ) => void;\n\n draw: (...params: any) => void;\n\n clearMatrix: (setTransform?: boolean, dpr?: number) => void;\n onlyTranslate: (dpr?: number) => boolean;\n}\n\nexport interface IContextLike {\n // 属性代理\n fillStyle: string | CanvasGradient | CanvasPattern;\n /**\n * @deprecated font方法不建议使用,请使用setTextStyle\n */\n font: string;\n globalAlpha: number;\n lineCap: string;\n lineDashOffset: number;\n lineJoin: string;\n lineWidth: number;\n miterLimit: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n strokeStyle: string | CanvasGradient | CanvasPattern;\n dpr: number;\n /**\n * @deprecated textAlign方法不建议使用,请使用setTextStyle\n */\n textAlign: string;\n /**\n * @deprecated textBaseline方法不建议使用,请使用setTextStyle\n */\n textBaseline: string;\n nativeContext: CanvasRenderingContext2D | any;\n [key: string]: any; //类型没有索引签名\n\n /**\n * 清空画布\n */\n clear: () => void;\n\n restore: () => void;\n\n save: () => void;\n\n // transform(m11: number, m12: number, m21: number, m22: number, dx: number, dy: number): void;\n\n translate: (x: number, y: number) => void;\n\n beginPath: () => void;\n\n clip: ((fillRule?: CanvasFillRule) => void) & ((path: Path2D, fillRule?: CanvasFillRule) => void);\n\n arc: (x: number, y: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean) => void;\n\n arcTo: ((x1: number, y1: number, x2: number, y2: number, radius: number) => void) &\n ((x1: number, y1: number, x2: number, y2: number, radiusX: number, radiusY: number, rotation: number) => void);\n\n bezierCurveTo: (cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number) => void;\n\n closePath: () => void;\n\n ellipse: (\n x: number,\n y: number,\n radiusX: number,\n radiusY: number,\n rotation: number,\n startAngle: number,\n endAngle: number,\n anticlockwise?: boolean\n ) => void;\n\n lineTo: (x: number, y: number) => void;\n\n moveTo: (x: number, y: number) => void;\n\n quadraticCurveTo: (cpx: number, cpy: number, x: number, y: number) => void;\n\n rect: (x: number, y: number, w: number, h: number) => void;\n\n fill: (path?: Path2D, fillRule?: CanvasFillRule) => void;\n\n fillRect: (x: number, y: number, w: number, h: number) => void;\n\n clearRect: (x: number, y: number, w: number, h: number) => void;\n\n fillText: (text: string, x: number, y: number, maxWidth?: number) => void;\n\n getImageData: (sx: number, sy: number, sw: number, sh: number) => ImageData;\n\n getLineDash: () => number[];\n\n isPointInPath: (x: number, y: number) => boolean;\n isPointInStroke: (x: number, y: number) => boolean;\n\n measureText: (text: string, method?: 'native' | 'simple' | 'quick') => { width: number };\n\n putImageData: (\n imagedata: ImageData,\n dx: number,\n dy: number,\n dirtyX?: number,\n dirtyY?: number,\n dirtyWidth?: number,\n dirtyHeight?: number\n ) => void;\n\n setLineDash: (segments: number[]) => void;\n\n stroke: (path?: Path2D) => void;\n\n strokeRect: (x: number, y: number, w: number, h: number) => void;\n\n strokeText: (text: string, x: number, y: number, maxWidth?: number) => void;\n\n drawImage: ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | any,\n dstX: number,\n dstY: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | any,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void) &\n ((\n image: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | any,\n srcX: number,\n srcY: number,\n srcW: number,\n srcH: number,\n dstX: number,\n dstY: number,\n dstW: number,\n dstH: number\n ) => void);\n\n clearMatrix: () => void;\n onlyTranslate: () => boolean;\n}\n"]}
@@ -39,6 +39,7 @@ export type ITextAttribute = {
39
39
  lineHeight: number;
40
40
  underline: number;
41
41
  lineThrough: number;
42
+ scaleIn3d: boolean;
42
43
  };
43
44
  export type ITextCache = {
44
45
  clipedText?: string;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/interface/graphic/text.ts"],"names":[],"mappings":"","file":"text.js","sourcesContent":["import type { IAABBBounds } from '@visactor/vutils';\nimport type { IGraphicAttribute, IGraphic } from '../graphic';\n\nexport interface TextLayoutBBox {\n width: number; // 包围盒的宽度\n height: number; // 包围盒的高度\n xOffset: number;\n yOffset: number;\n}\n\nexport interface LayoutItemType {\n str: string; // 这行的字符串\n leftOffset?: number; // 该行距离左侧的偏移\n topOffset?: number; // 该行距离右侧的偏移\n width: number;\n}\n\nexport interface SimplifyLayoutType {\n lines: LayoutItemType[];\n}\n\nexport interface LayoutType {\n bbox: TextLayoutBBox;\n lines: LayoutItemType[];\n fontFamily: string;\n fontSize: number;\n fontWeight?: string | number;\n lineHeight: number;\n textAlign: TextAlignType;\n textBaseline: TextBaselineType;\n}\n\nexport type ITextAttribute = {\n text: string | number | string[] | number[];\n maxLineWidth: number;\n textAlign: TextAlignType;\n textBaseline: TextBaselineType;\n fontSize: number;\n fontFamily: string;\n fontWeight: string | number;\n ellipsis: boolean | string;\n fontVariant: string;\n fontStyle: string;\n lineHeight: number;\n underline: number;\n lineThrough: number;\n // textDecoration: number;\n // textDecorationWidth: number;\n // padding?: number | number[];\n};\nexport type ITextCache = {\n // 单行文本的时候缓存用\n clipedText?: string;\n clipedWidth?: number;\n // 多行文本的布局缓存\n layoutData?: LayoutType;\n};\n\nexport type ITextGraphicAttribute = Partial<IGraphicAttribute> & Partial<ITextAttribute>;\n\nexport type IWrapTextGraphicAttribute = ITextGraphicAttribute & {\n heightLimit?: number;\n lineClamp?: number;\n};\n\nexport interface IText extends IGraphic<ITextGraphicAttribute> {\n // 判断是否被ellipisised\n clipedText?: string;\n clipedWidth?: number;\n cliped?: boolean;\n multilineLayout?: LayoutType;\n font?: string;\n cache?: ITextCache;\n\n updateMultilineAABBBounds: (text: (number | string)[]) => IAABBBounds;\n updateSingallineAABBBounds: (text: number | string) => IAABBBounds;\n}\n\nexport type TextAlignType = 'left' | 'right' | 'center' | 'start' | 'end';\nexport type TextBaselineType = 'top' | 'middle' | 'bottom' | 'alphabetic';\n"]}
1
+ {"version":3,"sources":["../../src/interface/graphic/text.ts"],"names":[],"mappings":"","file":"text.js","sourcesContent":["import type { IAABBBounds } from '@visactor/vutils';\nimport type { IGraphicAttribute, IGraphic } from '../graphic';\n\nexport interface TextLayoutBBox {\n width: number; // 包围盒的宽度\n height: number; // 包围盒的高度\n xOffset: number;\n yOffset: number;\n}\n\nexport interface LayoutItemType {\n str: string; // 这行的字符串\n leftOffset?: number; // 该行距离左侧的偏移\n topOffset?: number; // 该行距离右侧的偏移\n width: number;\n}\n\nexport interface SimplifyLayoutType {\n lines: LayoutItemType[];\n}\n\nexport interface LayoutType {\n bbox: TextLayoutBBox;\n lines: LayoutItemType[];\n fontFamily: string;\n fontSize: number;\n fontWeight?: string | number;\n lineHeight: number;\n textAlign: TextAlignType;\n textBaseline: TextBaselineType;\n}\n\nexport type ITextAttribute = {\n text: string | number | string[] | number[];\n maxLineWidth: number;\n textAlign: TextAlignType;\n textBaseline: TextBaselineType;\n fontSize: number;\n fontFamily: string;\n fontWeight: string | number;\n ellipsis: boolean | string;\n fontVariant: string;\n fontStyle: string;\n lineHeight: number;\n underline: number;\n lineThrough: number;\n scaleIn3d: boolean;\n // textDecoration: number;\n // textDecorationWidth: number;\n // padding?: number | number[];\n};\nexport type ITextCache = {\n // 单行文本的时候缓存用\n clipedText?: string;\n clipedWidth?: number;\n // 多行文本的布局缓存\n layoutData?: LayoutType;\n};\n\nexport type ITextGraphicAttribute = Partial<IGraphicAttribute> & Partial<ITextAttribute>;\n\nexport type IWrapTextGraphicAttribute = ITextGraphicAttribute & {\n heightLimit?: number;\n lineClamp?: number;\n};\n\nexport interface IText extends IGraphic<ITextGraphicAttribute> {\n // 判断是否被ellipisised\n clipedText?: string;\n clipedWidth?: number;\n cliped?: boolean;\n multilineLayout?: LayoutType;\n font?: string;\n cache?: ITextCache;\n\n updateMultilineAABBBounds: (text: (number | string)[]) => IAABBBounds;\n updateSingallineAABBBounds: (text: number | string) => IAABBBounds;\n}\n\nexport type TextAlignType = 'left' | 'right' | 'center' | 'start' | 'end';\nexport type TextBaselineType = 'top' | 'middle' | 'bottom' | 'alphabetic';\n"]}
@@ -58,7 +58,7 @@ export interface IDrawContribution {
58
58
  styleRenderMap: Map<string, Map<number, IGraphicRender>>;
59
59
  draw: (renderService: IRenderService, drawParams: IDrawContext) => MaybePromise<void>;
60
60
  getRenderContribution: (graphic: IGraphic) => IGraphicRender | null;
61
- renderGroup: (group: IGroup, drawContext: IDrawContext) => void;
61
+ renderGroup: (group: IGroup, drawContext: IDrawContext, skipSort?: boolean) => void;
62
62
  renderItem: (graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) => void;
63
63
  }
64
64
  export interface IGraphicRenderDrawParams {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/interface/render.ts"],"names":[],"mappings":"","file":"render.js","sourcesContent":["import type { IAABBBounds, IBounds } from '@visactor/vutils';\nimport type { IColor } from './color';\nimport type { IContext2d } from './context';\nimport type { IGraphic, IGraphicAttribute } from './graphic';\nimport type { IMarkAttribute, IThemeAttribute } from './graphic/creator';\nimport type { IFullThemeSpec } from './graphic/theme';\nimport type { ILayer } from './layer';\nimport type { IStage } from './stage';\nimport type { IGroup } from './graphic/group';\nimport type { MaybePromise } from './common';\nimport type { ISyncHook } from './sync-hook';\n\n// 用于绘制的参数,提供context\n// TODO: 考虑是否可以隐藏上下文类型\nexport interface IRenderServiceDrawParams {\n context?: IContext2d;\n\n // 绘制的区域以及是否需要清屏\n clear?: string | IColor;\n width: number;\n height: number;\n x: number;\n y: number;\n stage: IStage;\n layer: ILayer;\n renderService: IRenderService;\n updateBounds: boolean;\n renderStyle?: string;\n}\n\nexport interface IRenderService {\n dirtyBounds: IBounds;\n renderTreeRoots: IGraphic[]; // 此次render的数组\n renderLists: IGraphic[];\n drawParams: IRenderServiceDrawParams;\n\n prepare: (updateBounds: boolean) => void;\n prepareRenderList: () => void;\n beforeDraw: (params: IRenderServiceDrawParams) => void;\n draw: (params: IRenderServiceDrawParams) => void;\n afterDraw: (params: IRenderServiceDrawParams) => void;\n render: (groups: IGroup[], params: IRenderServiceDrawParams) => MaybePromise<void>;\n}\n\nexport interface IDrawContext extends IRenderServiceDrawParams {\n startAtId?: number;\n break?: boolean;\n restartIncremental?: boolean;\n // multi图元开始的位置\n multiGraphicOptions?: {\n startAtIdx: number;\n length: number;\n };\n in3dInterceptor?: boolean;\n drawContribution?: IDrawContribution;\n // hack内容\n hack_pieFace?: 'inside' | 'bottom' | 'top' | 'outside';\n}\n\nexport interface IDrawContribution {\n hooks?: {\n completeDraw: ISyncHook<[]>;\n };\n dirtyBounds?: IAABBBounds;\n backupDirtyBounds?: IAABBBounds;\n rendering?: boolean;\n currentRenderMap: Map<number, IGraphicRender>;\n defaultRenderMap: Map<number, IGraphicRender>;\n styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n draw: (renderService: IRenderService, drawParams: IDrawContext) => MaybePromise<void>;\n getRenderContribution: (graphic: IGraphic) => IGraphicRender | null;\n renderGroup: (group: IGroup, drawContext: IDrawContext) => void;\n renderItem: (graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) => void;\n}\n\nexport interface IGraphicRenderDrawParams {\n beforeDrawCb?: () => void;\n afterDrawCb?: () => void;\n drawingCb?: () => void;\n skipDraw?: boolean;\n theme?: IFullThemeSpec;\n}\n\nexport interface IGraphicRender {\n type: string; // 图元类型\n numberType: number;\n style?: string;\n z?: number;\n draw: (\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) => void;\n drawShape?: (\n graphic: IGraphic,\n ctx: 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 ) => void;\n}\n\nexport interface IBeforeRenderConstribution {\n apply: (renderService: IRenderService) => MaybePromise<void>;\n}\n\nexport interface IRenderSelector {\n selector: (graphic: IGraphic) => IGraphicRender | null;\n}\n\nexport interface IDrawItemInterceptorContribution {\n order: number;\n beforeDrawItem?: (\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) => boolean;\n afterDrawItem?: (\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) => boolean;\n}\n"]}
1
+ {"version":3,"sources":["../../src/interface/render.ts"],"names":[],"mappings":"","file":"render.js","sourcesContent":["import type { IAABBBounds, IBounds } from '@visactor/vutils';\nimport type { IColor } from './color';\nimport type { IContext2d } from './context';\nimport type { IGraphic, IGraphicAttribute } from './graphic';\nimport type { IMarkAttribute, IThemeAttribute } from './graphic/creator';\nimport type { IFullThemeSpec } from './graphic/theme';\nimport type { ILayer } from './layer';\nimport type { IStage } from './stage';\nimport type { IGroup } from './graphic/group';\nimport type { MaybePromise } from './common';\nimport type { ISyncHook } from './sync-hook';\n\n// 用于绘制的参数,提供context\n// TODO: 考虑是否可以隐藏上下文类型\nexport interface IRenderServiceDrawParams {\n context?: IContext2d;\n\n // 绘制的区域以及是否需要清屏\n clear?: string | IColor;\n width: number;\n height: number;\n x: number;\n y: number;\n stage: IStage;\n layer: ILayer;\n renderService: IRenderService;\n updateBounds: boolean;\n renderStyle?: string;\n}\n\nexport interface IRenderService {\n dirtyBounds: IBounds;\n renderTreeRoots: IGraphic[]; // 此次render的数组\n renderLists: IGraphic[];\n drawParams: IRenderServiceDrawParams;\n\n prepare: (updateBounds: boolean) => void;\n prepareRenderList: () => void;\n beforeDraw: (params: IRenderServiceDrawParams) => void;\n draw: (params: IRenderServiceDrawParams) => void;\n afterDraw: (params: IRenderServiceDrawParams) => void;\n render: (groups: IGroup[], params: IRenderServiceDrawParams) => MaybePromise<void>;\n}\n\nexport interface IDrawContext extends IRenderServiceDrawParams {\n startAtId?: number;\n break?: boolean;\n restartIncremental?: boolean;\n // multi图元开始的位置\n multiGraphicOptions?: {\n startAtIdx: number;\n length: number;\n };\n in3dInterceptor?: boolean;\n drawContribution?: IDrawContribution;\n // hack内容\n hack_pieFace?: 'inside' | 'bottom' | 'top' | 'outside';\n}\n\nexport interface IDrawContribution {\n hooks?: {\n completeDraw: ISyncHook<[]>;\n };\n dirtyBounds?: IAABBBounds;\n backupDirtyBounds?: IAABBBounds;\n rendering?: boolean;\n currentRenderMap: Map<number, IGraphicRender>;\n defaultRenderMap: Map<number, IGraphicRender>;\n styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n draw: (renderService: IRenderService, drawParams: IDrawContext) => MaybePromise<void>;\n getRenderContribution: (graphic: IGraphic) => IGraphicRender | null;\n renderGroup: (group: IGroup, drawContext: IDrawContext, skipSort?: boolean) => void;\n renderItem: (graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) => void;\n}\n\nexport interface IGraphicRenderDrawParams {\n beforeDrawCb?: () => void;\n afterDrawCb?: () => void;\n drawingCb?: () => void;\n skipDraw?: boolean;\n theme?: IFullThemeSpec;\n}\n\nexport interface IGraphicRender {\n type: string; // 图元类型\n numberType: number;\n style?: string;\n z?: number;\n draw: (\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams\n ) => void;\n drawShape?: (\n graphic: IGraphic,\n ctx: 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 ) => void;\n}\n\nexport interface IBeforeRenderConstribution {\n apply: (renderService: IRenderService) => MaybePromise<void>;\n}\n\nexport interface IRenderSelector {\n selector: (graphic: IGraphic) => IGraphicRender | null;\n}\n\nexport interface IDrawItemInterceptorContribution {\n order: number;\n beforeDrawItem?: (\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) => boolean;\n afterDrawItem?: (\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) => boolean;\n}\n"]}
@@ -3,7 +3,7 @@ import type { ILayer } from './layer';
3
3
  import type { IGraphic } from './graphic';
4
4
  import type { IGroup } from './graphic/group';
5
5
  import type { IColor } from './color';
6
- import type { IBounds, IBoundsLike, IMatrix, IPointLike } from '@visactor/vutils';
6
+ import type { IBounds, IBoundsLike, IMatrix } from '@visactor/vutils';
7
7
  import type { ICamera } from './camera';
8
8
  import type { vec3 } from './matrix';
9
9
  import type { IDirectionLight } from './light';
@@ -36,7 +36,14 @@ export interface IOption3D {
36
36
  alpha?: number;
37
37
  beta?: number;
38
38
  gama?: number;
39
- center?: IPointLike;
39
+ center?: {
40
+ x?: number;
41
+ y?: number;
42
+ z?: number;
43
+ dx?: number;
44
+ dy?: number;
45
+ dz?: number;
46
+ };
40
47
  fieldRatio?: number;
41
48
  fieldDepth?: number;
42
49
  light?: {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/interface/stage.ts"],"names":[],"mappings":"","file":"stage.js","sourcesContent":["import type { INode } from './node-tree';\nimport type { ILayer } from './layer';\nimport type { IGraphic } from './graphic';\nimport type { IGroup } from './graphic/group';\nimport type { IColor } from './color';\nimport type { IBounds, IBoundsLike, IMatrix, IPointLike } from '@visactor/vutils';\nimport type { ICamera } from './camera';\nimport type { vec3 } from './matrix';\nimport type { IDirectionLight } from './light';\nimport type { ISyncHook } from './sync-hook';\nimport type { IDrawContext, IRenderService } from './render';\nimport type { ITicker } from './animate';\nimport type { IPickerService } from './picker';\nimport type { IPluginService } from './plugin';\nimport type { IWindow } from './window';\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: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[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"]}
1
+ {"version":3,"sources":["../../src/interface/stage.ts"],"names":[],"mappings":"","file":"stage.js","sourcesContent":["import type { INode } from './node-tree';\nimport type { ILayer } from './layer';\nimport type { IGraphic } from './graphic';\nimport type { IGroup } from './graphic/group';\nimport type { IColor } from './color';\nimport type { IBounds, IBoundsLike, IMatrix, IPointLike } from '@visactor/vutils';\nimport type { ICamera } from './camera';\nimport type { vec3 } from './matrix';\nimport type { IDirectionLight } from './light';\nimport type { ISyncHook } from './sync-hook';\nimport type { IDrawContext, IRenderService } from './render';\nimport type { ITicker } from './animate';\nimport type { IPickerService } from './picker';\nimport type { IPluginService } from './plugin';\nimport type { IWindow } from './window';\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?: { x?: number; y?: number; z?: number; dx?: number; dy?: number; dz?: number }; // 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: ISyncHook<[IStage]>;\n afterRender: ISyncHook<[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"]}
@@ -9,13 +9,15 @@ export class ViewTransform3dPlugin {
9
9
  }, this.onMouseUp = e => {
10
10
  this.option3d || (this.option3d = this.pluginService.stage.option3d), this.option3d && (this.mousedown = !1);
11
11
  }, this.onMouseMove = e => {
12
+ var _a, _b;
12
13
  const stage = this.pluginService.stage;
13
14
  if (this.option3d || (this.option3d = stage.option3d), this.option3d && this.mousedown) if (this.pageX && this.pageY) {
14
15
  const deltaX = e.page.x - this.pageX, deltaY = e.page.y - this.pageY;
15
16
  this.pageX = e.page.x, this.pageY = e.page.y;
16
17
  const angle1 = deltaX / 100, angle2 = deltaY / 100;
17
- this.option3d.alpha += angle1, this.option3d.beta += angle2, stage.set3dOptions(this.option3d),
18
- stage.renderNextFrame();
18
+ this.option3d.alpha = (null !== (_a = this.option3d.alpha) && void 0 !== _a ? _a : 0) + angle1,
19
+ this.option3d.beta = (null !== (_b = this.option3d.beta) && void 0 !== _b ? _b : 0) + angle2,
20
+ stage.set3dOptions(this.option3d), stage.renderNextFrame();
19
21
  } else this.pageX = e.page.x, this.pageY = e.page.y;
20
22
  };
21
23
  }
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../../src/plugins/builtin-plugin/3dview-transform-plugin.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAEnD,MAAM,OAAO,qBAAqB;IAAlC;QACE,SAAI,GAA4B,uBAAuB,CAAC;QACxD,gBAAW,GAAiB,YAAY,CAAC;QAEzC,SAAI,GAAW,SAAS,CAAC,kBAAkB,EAAE,CAAC;QAC9C,QAAG,GAAW,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QAMpC,gBAAW,GAAG,CAAC,CAAmB,EAAE,EAAE;YACpC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAClB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC,QAAQ,CAAC;aACnD;YACD,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAClB,OAAO;aACR;YACD,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;YACtB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YACtB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QACxB,CAAC,CAAC;QACF,cAAS,GAAG,CAAC,CAAmB,EAAE,EAAE;YAClC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAClB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC,QAAQ,CAAC;aACnD;YACD,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAClB,OAAO;aACR;YACD,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACzB,CAAC,CAAC;QACF,gBAAW,GAAG,CAAC,CAAmB,EAAE,EAAE;;YACpC,MAAM,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC;YACvC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAClB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;aAChC;YACD,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAClB,OAAO;aACR;YACD,IAAI,IAAI,CAAC,SAAS,EAAE;gBAClB,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;oBAC9B,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;oBACtB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;iBACvB;qBAAM;oBACL,MAAM,MAAM,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;oBACrC,MAAM,MAAM,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;oBACrC,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;oBACtB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;oBAEtB,MAAM,MAAM,GAAG,MAAM,GAAG,GAAG,CAAC;oBAC5B,MAAM,MAAM,GAAG,MAAM,GAAG,GAAG,CAAC;oBAC5B,IAAI,CAAC,QAAQ,CAAC,KAAK,GAAG,CAAC,MAAA,IAAI,CAAC,QAAQ,CAAC,KAAK,mCAAI,CAAC,CAAC,GAAG,MAAM,CAAC;oBAC1D,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,CAAC,MAAA,IAAI,CAAC,QAAQ,CAAC,IAAI,mCAAI,CAAC,CAAC,GAAG,MAAM,CAAC;oBACxD,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;oBAClC,KAAK,CAAC,eAAe,EAAE,CAAC;iBACzB;aACF;QACH,CAAC,CAAC;IAgBJ,CAAC;IAdC,QAAQ,CAAC,OAAuB;QAC9B,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAC7B,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC;QAC/B,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACtD,KAAK,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAClD,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;IACxD,CAAC;IACD,UAAU,CAAC,OAAuB;QAChC,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC;QAC5B,KAAK,CAAC,mBAAmB,CAAC,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACzD,KAAK,CAAC,mBAAmB,CAAC,SAAS,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QACrD,KAAK,CAAC,mBAAmB,CAAC,WAAW,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;IAC3D,CAAC;CACF","file":"3dview-transform-plugin.js","sourcesContent":["import type { IOption3D, IPlugin, IPluginService } from '../../interface';\nimport { Generator } from '../../common/generator';\n\nexport class ViewTransform3dPlugin implements IPlugin {\n name: 'ViewTransform3dPlugin' = 'ViewTransform3dPlugin';\n activeEvent: 'onRegister' = 'onRegister';\n pluginService: IPluginService;\n _uid: number = Generator.GenAutoIncrementId();\n key: string = this.name + this._uid;\n mousedown?: boolean;\n pageX?: number;\n pageY?: number;\n option3d?: IOption3D;\n\n onMouseDown = (e: MouseEvent | any) => {\n if (!this.option3d) {\n this.option3d = this.pluginService.stage.option3d;\n }\n if (!this.option3d) {\n return;\n }\n this.mousedown = true;\n this.pageX = e.page.x;\n this.pageY = e.page.y;\n };\n onMouseUp = (e: MouseEvent | any) => {\n if (!this.option3d) {\n this.option3d = this.pluginService.stage.option3d;\n }\n if (!this.option3d) {\n return;\n }\n this.mousedown = false;\n };\n onMouseMove = (e: MouseEvent | any) => {\n const stage = this.pluginService.stage;\n if (!this.option3d) {\n this.option3d = stage.option3d;\n }\n if (!this.option3d) {\n return;\n }\n if (this.mousedown) {\n if (!this.pageX || !this.pageY) {\n this.pageX = e.page.x;\n this.pageY = e.page.y;\n } else {\n const deltaX = e.page.x - this.pageX;\n const deltaY = e.page.y - this.pageY;\n this.pageX = e.page.x;\n this.pageY = e.page.y;\n\n const angle1 = deltaX / 100;\n const angle2 = deltaY / 100;\n this.option3d.alpha = (this.option3d.alpha ?? 0) + angle1;\n this.option3d.beta = (this.option3d.beta ?? 0) + angle2;\n stage.set3dOptions(this.option3d);\n stage.renderNextFrame();\n }\n }\n };\n\n activate(context: IPluginService): void {\n this.pluginService = context;\n const stage = context.stage;\n this.option3d = stage.option3d;\n stage.addEventListener('mousedown', this.onMouseDown);\n stage.addEventListener('mouseup', this.onMouseUp);\n stage.addEventListener('mousemove', this.onMouseMove);\n }\n deactivate(context: IPluginService): void {\n const stage = context.stage;\n stage.removeEventListener('mousedown', this.onMouseDown);\n stage.removeEventListener('mouseup', this.onMouseUp);\n stage.removeEventListener('mousemove', this.onMouseMove);\n }\n}\n"]}
@@ -18,7 +18,7 @@ export declare class DefaultDrawContribution implements IDrawContribution {
18
18
  draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void>;
19
19
  doRegister(): void;
20
20
  protected _findNextGraphic(group: IGroup): IGraphic | null;
21
- renderGroup(group: IGroup, drawContext: IDrawContext): void;
21
+ renderGroup(group: IGroup, drawContext: IDrawContext, skipSort?: boolean): void;
22
22
  protected _increaseRender(group: IGroup, drawContext: IDrawContext): void;
23
23
  getRenderContribution(graphic: IGraphic): IGraphicRender | null;
24
24
  renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams): void;
@@ -82,7 +82,7 @@ let DefaultDrawContribution = class {
82
82
  }
83
83
  return null;
84
84
  }
85
- renderGroup(group, drawContext) {
85
+ renderGroup(group, drawContext, skipSort) {
86
86
  if (drawContext.break || !1 === group.attribute.visibleAll) return;
87
87
  if (group.incremental && (null == drawContext.startAtId || drawContext.startAtId === group._uid)) return drawContext.break = !0,
88
88
  void this._increaseRender(group, drawContext);
@@ -91,7 +91,9 @@ let DefaultDrawContribution = class {
91
91
  this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m), this.renderItem(group, drawContext, {
92
92
  drawingCb: () => {
93
93
  var _a;
94
- foreach(group, DefaultAttribute.zIndex, (item => {
94
+ skipSort ? group.forEachChildren((item => {
95
+ drawContext.break || (item.isContainer ? this.renderGroup(item, drawContext) : this.renderItem(item, drawContext));
96
+ })) : foreach(group, DefaultAttribute.zIndex, (item => {
95
97
  drawContext.break || (item.isContainer ? this.renderGroup(item, drawContext) : this.renderItem(item, drawContext));
96
98
  }), !1, !!(null === (_a = drawContext.context) || void 0 === _a ? void 0 : _a.camera));
97
99
  }
@@ -1 +1 @@
1
- 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{ injectable, inject, postConstruct, named, multiInject } from 'inversify';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IBounds } from '@visactor/vutils';\nimport { Bounds, getRectIntersect, isRectIntersect } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(LayerService) protected readonly layerService: ILayerService, // 默认的polygonRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n }\n\n @postConstruct()\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr !== context.canvas.width ||\n dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroup(group as IGroup, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (!isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n const tempBounds = this.dirtyBounds.clone();\n\n // 变换dirtyBounds\n const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n this.dirtyBounds.copy(tempBounds);\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer = this.renderSelector.selector(graphic);\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.beforeDrawItem) {\n if (drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)) {\n return;\n }\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n if (!(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n console.warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n}\n"]}
1
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{ injectable, inject, postConstruct, named, multiInject } from 'inversify';\nimport type {\n IContext2d,\n MaybePromise,\n IGraphic,\n IGroup,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider,\n IDrawItemInterceptorContribution,\n IDrawContribution,\n IRenderSelector\n} from '../../../interface';\nimport { findNextGraphic, foreach } from '../../../common/sort';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { DefaultAttribute } from '../../../graphic';\nimport type { IBounds } from '@visactor/vutils';\nimport { Bounds, getRectIntersect, isRectIntersect } from '@visactor/vutils';\nimport { LayerService } from '../../../core/constants';\nimport { container } from '../../../container';\nimport { GraphicRender, IncrementalDrawContribution, RenderSelector } from './symbol';\nimport { DrawItemInterceptor } from './draw-interceptor';\nimport { createColor } from '../../../common/canvas-utils';\nimport type { ILayerService } from '../../../interface/core';\n\n/**\n * 默认的渲染contribution,基于树状结构针对图元的渲染\n */\n@injectable()\nexport class DefaultDrawContribution implements IDrawContribution {\n declare currentRenderMap: Map<number, IGraphicRender>;\n declare defaultRenderMap: Map<number, IGraphicRender>;\n declare styleRenderMap: Map<string, Map<number, IGraphicRender>>;\n declare dirtyBounds: IBounds;\n declare backupDirtyBounds: IBounds;\n declare currentRenderService: IRenderService;\n declare InterceptorContributions: IDrawItemInterceptorContribution[];\n\n constructor(\n // @inject(ContributionProvider)\n // @named(GraphicRender)\n // protected readonly contributions: ContributionProvider<IGraphicRender>,\n @multiInject(GraphicRender) protected readonly contributions: IGraphicRender[],\n @inject(RenderSelector) protected readonly renderSelector: IRenderSelector, // 根据图元类型选择对应的renderItem进行渲染\n @inject(LayerService) protected readonly layerService: ILayerService, // 默认的polygonRender\n // 拦截器\n @inject(ContributionProvider)\n @named(DrawItemInterceptor)\n protected readonly drawItemInterceptorContributions: IContributionProvider<IDrawItemInterceptorContribution>\n ) {\n this.currentRenderMap = new Map();\n this.defaultRenderMap = new Map();\n this.styleRenderMap = new Map();\n this.dirtyBounds = new Bounds();\n this.backupDirtyBounds = new Bounds();\n }\n\n @postConstruct()\n init() {\n this.contributions.forEach(item => {\n if (item.style) {\n const map = this.styleRenderMap.get(item.style) || new Map();\n map.set(item.numberType, item);\n this.styleRenderMap.set(item.style, map);\n } else {\n this.defaultRenderMap.set(item.numberType, item);\n }\n });\n this.InterceptorContributions = this.drawItemInterceptorContributions\n .getContributions()\n .sort((a, b) => a.order - b.order);\n }\n\n draw(renderService: IRenderService, drawContext: IDrawContext): MaybePromise<void> {\n drawContext.drawContribution = this;\n this.currentRenderMap = this.styleRenderMap.get(drawContext.renderStyle) || this.defaultRenderMap;\n // this.startAtId = drawParams.startAtId;\n this.currentRenderService = renderService;\n // this.drawParams = drawParams;\n const { context, stage, x = 0, y = 0, width, height } = drawContext;\n\n if (!context) {\n return;\n }\n // if (context.drawPromise) {\n // return;\n // }\n const dirtyBounds: IBounds | undefined = this.dirtyBounds.setValue(0, 0, width, height);\n if (stage.dirtyBounds && !stage.dirtyBounds.empty()) {\n const b = getRectIntersect(dirtyBounds, stage.dirtyBounds, false);\n dirtyBounds.x1 = Math.floor(b.x1);\n dirtyBounds.y1 = Math.floor(b.y1);\n dirtyBounds.x2 = Math.ceil(b.x2);\n dirtyBounds.y2 = Math.ceil(b.y2);\n }\n this.backupDirtyBounds.copy(dirtyBounds);\n context.inuse = true;\n // 初始化context\n context.clearMatrix();\n context.setTransformForCurrent(true);\n\n const drawInArea =\n dirtyBounds.width() * context.dpr !== context.canvas.width ||\n dirtyBounds.height() * context.dpr !== context.canvas.height;\n context.save();\n\n // 设置translate\n context.translate(x, y, true);\n if (drawInArea) {\n context.beginPath();\n context.rect(dirtyBounds.x1, dirtyBounds.y1, dirtyBounds.width(), dirtyBounds.height());\n context.clip();\n }\n\n // 如果存在3d视角,那么不使用dirtyBounds\n if (stage.camera) {\n this.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n this.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n }\n\n this.clearScreen(renderService, context, drawContext);\n // // 渲染的时候图元的起始位置就是x,y\n // this.backupDirtyBounds.translate(-x, -y);\n // this.dirtyBounds.translate(-x, -y);\n\n // // 设置translate\n // context.translate(x, y, true);\n\n context.save();\n renderService.renderTreeRoots\n .sort((a, b) => {\n return (a.attribute.zIndex ?? DefaultAttribute.zIndex) - (b.attribute.zIndex ?? DefaultAttribute.zIndex);\n })\n .forEach(group => {\n this.renderGroup(group as IGroup, drawContext);\n });\n\n context.restore();\n context.restore();\n context.draw();\n // this.break = false;\n context.inuse = false;\n }\n\n doRegister() {\n throw new Error('暂不支持');\n }\n\n // 找到下一个graphic\n protected _findNextGraphic(group: IGroup): IGraphic | null {\n let parent = group.parent;\n let id = group._uid;\n while (parent) {\n const g = findNextGraphic(parent, id, DefaultAttribute.zIndex);\n if (g) {\n return g;\n }\n id = parent._uid;\n parent = parent.parent;\n }\n return null;\n }\n\n renderGroup(group: IGroup, drawContext: IDrawContext, skipSort?: boolean) {\n if (drawContext.break || group.attribute.visibleAll === false) {\n return;\n }\n if (group.incremental && (drawContext.startAtId == null || drawContext.startAtId === group._uid)) {\n drawContext.break = true;\n this._increaseRender(group, drawContext);\n return;\n }\n\n if (!isRectIntersect(group.AABBBounds, this.dirtyBounds, false)) {\n return;\n }\n\n const tempBounds = this.dirtyBounds.clone();\n\n // 变换dirtyBounds\n const m = group.globalTransMatrix.getInverse();\n this.dirtyBounds.copy(this.backupDirtyBounds).transformWithMatrix(m);\n\n this.renderItem(group, drawContext, {\n drawingCb: () => {\n skipSort\n ? group.forEachChildren((item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n })\n : foreach(\n group,\n DefaultAttribute.zIndex,\n (item: IGraphic) => {\n if (drawContext.break) {\n return;\n }\n if (item.isContainer) {\n this.renderGroup(item as IGroup, drawContext);\n } else {\n this.renderItem(item, drawContext);\n }\n },\n false,\n !!drawContext.context?.camera\n );\n }\n });\n\n this.dirtyBounds.copy(tempBounds);\n }\n\n protected _increaseRender(group: IGroup, drawContext: IDrawContext) {\n const { layer, stage } = drawContext;\n const { subLayers } = layer;\n // 获取渐进渲染层\n let incrementalLayer = subLayers.get(group._uid);\n if (!incrementalLayer) {\n incrementalLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size,\n group\n };\n subLayers.set(group._uid, incrementalLayer);\n }\n // 渲染\n const incrementalContext = incrementalLayer.layer.getNativeHandler().getContext();\n const idc = incrementalLayer.drawContribution || container.get(IncrementalDrawContribution);\n idc.dirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n idc.backupDirtyBounds.setValue(-Infinity, -Infinity, Infinity, Infinity);\n (idc as any).draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: incrementalLayer.layer,\n context: incrementalContext,\n startAtId: group._uid,\n break: false\n });\n incrementalLayer.drawContribution = idc;\n // this.draw(this.currentRenderService, {...this.drawParams, startAtId: group._uid})\n // this.draw(this.currentRenderService, {...this.drawParams, clear: 'transparent', layer: incrementalContext.layer, context: incrementalContext, startAtId: group._uid})\n const nextGraphic = this._findNextGraphic(group);\n if (nextGraphic) {\n // 如果是下一个渐进渲染层,那就再来一次\n if (nextGraphic.isContainer && nextGraphic.incremental) {\n this._increaseRender(nextGraphic as IGroup, drawContext);\n } else {\n // 如果不是渐进渲染层,那就默认图层渲染\n let afterLayer = subLayers.get(nextGraphic._uid);\n if (!afterLayer) {\n afterLayer = {\n layer: this.layerService.createLayer(stage),\n zIndex: subLayers.size\n };\n subLayers.set(nextGraphic._uid, afterLayer);\n }\n const afterContext = afterLayer.layer.getNativeHandler().getContext();\n this.draw(this.currentRenderService, {\n ...drawContext,\n drawContribution: idc,\n clear: 'transparent',\n layer: afterLayer.layer,\n context: afterContext,\n startAtId: nextGraphic._uid,\n break: false\n });\n }\n }\n }\n\n getRenderContribution(graphic: IGraphic): IGraphicRender | null {\n let renderer = this.renderSelector.selector(graphic);\n if (!renderer) {\n renderer = this.selectRenderByNumberType(graphic.numberType);\n }\n if (!renderer) {\n renderer = this.selectRenderByType(graphic.type);\n }\n return renderer;\n }\n\n renderItem(graphic: IGraphic, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.beforeDrawItem) {\n if (drawContribution.beforeDrawItem(graphic, this.currentRenderService, drawContext, this, params)) {\n return;\n }\n }\n }\n }\n\n const renderer = this.getRenderContribution(graphic);\n if (!renderer) {\n return;\n }\n\n if (!(graphic.isContainer || isRectIntersect(graphic.AABBBounds, this.dirtyBounds, false))) {\n return;\n }\n\n const skipDraw = drawContext.startAtId != null && graphic._uid !== drawContext.startAtId;\n if (graphic._uid === drawContext.startAtId) {\n drawContext.startAtId = null;\n }\n params && (params.skipDraw = skipDraw);\n if (skipDraw) {\n graphic.isContainer && renderer.draw(graphic, this.currentRenderService, drawContext, params);\n } else {\n renderer.draw(graphic, this.currentRenderService, drawContext, params);\n }\n\n // 添加拦截器\n if (this.InterceptorContributions.length) {\n for (let i = 0; i < this.InterceptorContributions.length; i++) {\n const drawContribution = this.InterceptorContributions[i];\n if (drawContribution.afterDrawItem) {\n if (drawContribution.afterDrawItem(graphic, this.currentRenderService, drawContext, this)) {\n return;\n }\n }\n }\n }\n }\n // 根据type选择对应的render\n protected selectRenderByType(type?: string): IGraphicRender | null {\n console.warn('未知错误,不应该走到这里');\n return null;\n }\n // 根据type选择对应的render\n protected selectRenderByNumberType(type?: number): IGraphicRender | null {\n return this.currentRenderMap.get(type) || this.defaultRenderMap.get(type);\n }\n\n protected clearScreen(renderService: IRenderService, context: IContext2d, drawContext: IDrawContext) {\n const { clear } = drawContext;\n if (clear) {\n const canvas = context.getCanvas();\n const { width = canvas.width, height = canvas.height } = drawContext;\n const x = 0;\n const y = 0;\n context.clearRect(x, y, width, height);\n context.fillStyle = createColor(\n context,\n clear,\n {\n AABBBounds: { x1: x, y1: y, x2: x + width, y2: y + height }\n },\n 0,\n 0\n );\n context.fillRect(x, y, width, height);\n }\n }\n}\n"]}
@@ -98,7 +98,7 @@ let Canvas3DDrawItemInterceptor = class {
98
98
  i.g._next = null, i.g._prev = null;
99
99
  })), graphic.update(), zChildren.forEach((i => {
100
100
  graphic.add(i.g);
101
- })), drawContribution.renderGroup(graphic, drawContext), graphic.removeAllChild(),
101
+ })), drawContribution.renderGroup(graphic, drawContext, !0), graphic.removeAllChild(),
102
102
  children.forEach((g => {
103
103
  g._next = null, g._prev = null;
104
104
  })), graphic.update(), children.forEach((g => {
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n@injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext);\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n }\n\n return true;\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n@injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = ((a.attribute.startAngle ?? 0) + (a.attribute.endAngle ?? 0)) / 2;\n let angle2 = ((b.attribute.startAngle ?? 0) + (b.attribute.endAngle ?? 0)) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n drawContext.hack_pieFace = 'outside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制内部\n drawContext.hack_pieFace = 'inside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制顶部\n drawContext.hack_pieFace = 'top';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n }\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
1
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{ injectable } from 'inversify';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicRenderDrawParams,\n IGroup,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n@injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext);\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n }\n\n return true;\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n@injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = ((a.attribute.startAngle ?? 0) + (a.attribute.endAngle ?? 0)) / 2;\n let angle2 = ((b.attribute.startAngle ?? 0) + (b.attribute.endAngle ?? 0)) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n drawContext.hack_pieFace = 'outside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制内部\n drawContext.hack_pieFace = 'inside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制顶部\n drawContext.hack_pieFace = 'top';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n drawContribution.renderGroup(graphic as IGroup, drawContext, true);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n }\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}