@visactor/vrender 0.13.5 → 0.13.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (96) hide show
  1. package/cjs/common/render-curve.js +1 -0
  2. package/cjs/common/render-curve.js.map +1 -1
  3. package/cjs/graphic/graphic-service/graphic-service.js +5 -1
  4. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  5. package/cjs/graphic/wrap-text.js +5 -1
  6. package/cjs/graphic/wrap-text.js.map +1 -1
  7. package/cjs/index.d.ts +1 -1
  8. package/cjs/index.js +1 -1
  9. package/cjs/index.js.map +1 -1
  10. package/cjs/render/contributions/render/arc-render.js +4 -4
  11. package/cjs/render/contributions/render/arc-render.js.map +1 -1
  12. package/cjs/render/contributions/render/arc3d-render.js +3 -3
  13. package/cjs/render/contributions/render/arc3d-render.js.map +1 -1
  14. package/cjs/render/contributions/render/area-render.js +3 -2
  15. package/cjs/render/contributions/render/area-render.js.map +1 -1
  16. package/cjs/render/contributions/render/circle-render.js +3 -3
  17. package/cjs/render/contributions/render/circle-render.js.map +1 -1
  18. package/cjs/render/contributions/render/group-render.js +4 -3
  19. package/cjs/render/contributions/render/group-render.js.map +1 -1
  20. package/cjs/render/contributions/render/image-render.js +1 -1
  21. package/cjs/render/contributions/render/image-render.js.map +1 -1
  22. package/cjs/render/contributions/render/incremental-area-render.js +1 -1
  23. package/cjs/render/contributions/render/incremental-area-render.js.map +1 -1
  24. package/cjs/render/contributions/render/incremental-line-render.js +1 -1
  25. package/cjs/render/contributions/render/incremental-line-render.js.map +1 -1
  26. package/cjs/render/contributions/render/line-render.js +2 -1
  27. package/cjs/render/contributions/render/line-render.js.map +1 -1
  28. package/cjs/render/contributions/render/path-render.js +3 -3
  29. package/cjs/render/contributions/render/path-render.js.map +1 -1
  30. package/cjs/render/contributions/render/polygon-render.js +3 -3
  31. package/cjs/render/contributions/render/polygon-render.js.map +1 -1
  32. package/cjs/render/contributions/render/pyramid3d-render.js +1 -1
  33. package/cjs/render/contributions/render/pyramid3d-render.js.map +1 -1
  34. package/cjs/render/contributions/render/rect-render.js +4 -3
  35. package/cjs/render/contributions/render/rect-render.js.map +1 -1
  36. package/cjs/render/contributions/render/rect3d-render.js +2 -1
  37. package/cjs/render/contributions/render/rect3d-render.js.map +1 -1
  38. package/cjs/render/contributions/render/richtext-render.js +1 -1
  39. package/cjs/render/contributions/render/richtext-render.js.map +1 -1
  40. package/cjs/render/contributions/render/symbol-render.js +3 -3
  41. package/cjs/render/contributions/render/symbol-render.js.map +1 -1
  42. package/cjs/render/contributions/render/text-render.js +1 -1
  43. package/cjs/render/contributions/render/text-render.js.map +1 -1
  44. package/cjs/render/contributions/render/utils.d.ts +3 -3
  45. package/cjs/render/contributions/render/utils.js +7 -7
  46. package/cjs/render/contributions/render/utils.js.map +1 -1
  47. package/dist/index.js +70 -45
  48. package/dist/index.min.js +1 -1
  49. package/es/common/render-curve.js +1 -0
  50. package/es/common/render-curve.js.map +1 -1
  51. package/es/graphic/graphic-service/graphic-service.js +5 -1
  52. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  53. package/es/graphic/wrap-text.js +5 -1
  54. package/es/graphic/wrap-text.js.map +1 -1
  55. package/es/index.d.ts +1 -1
  56. package/es/index.js +1 -1
  57. package/es/index.js.map +1 -1
  58. package/es/render/contributions/render/arc-render.js +3 -3
  59. package/es/render/contributions/render/arc-render.js.map +1 -1
  60. package/es/render/contributions/render/arc3d-render.js +2 -2
  61. package/es/render/contributions/render/arc3d-render.js.map +1 -1
  62. package/es/render/contributions/render/area-render.js +2 -1
  63. package/es/render/contributions/render/area-render.js.map +1 -1
  64. package/es/render/contributions/render/circle-render.js +2 -2
  65. package/es/render/contributions/render/circle-render.js.map +1 -1
  66. package/es/render/contributions/render/group-render.js +2 -2
  67. package/es/render/contributions/render/group-render.js.map +1 -1
  68. package/es/render/contributions/render/image-render.js +1 -1
  69. package/es/render/contributions/render/image-render.js.map +1 -1
  70. package/es/render/contributions/render/incremental-area-render.js +1 -1
  71. package/es/render/contributions/render/incremental-area-render.js.map +1 -1
  72. package/es/render/contributions/render/incremental-line-render.js +1 -1
  73. package/es/render/contributions/render/incremental-line-render.js.map +1 -1
  74. package/es/render/contributions/render/line-render.js +2 -1
  75. package/es/render/contributions/render/line-render.js.map +1 -1
  76. package/es/render/contributions/render/path-render.js +2 -2
  77. package/es/render/contributions/render/path-render.js.map +1 -1
  78. package/es/render/contributions/render/polygon-render.js +2 -2
  79. package/es/render/contributions/render/polygon-render.js.map +1 -1
  80. package/es/render/contributions/render/pyramid3d-render.js +1 -1
  81. package/es/render/contributions/render/pyramid3d-render.js.map +1 -1
  82. package/es/render/contributions/render/rect-render.js +2 -2
  83. package/es/render/contributions/render/rect-render.js.map +1 -1
  84. package/es/render/contributions/render/rect3d-render.js +1 -1
  85. package/es/render/contributions/render/rect3d-render.js.map +1 -1
  86. package/es/render/contributions/render/richtext-render.js +1 -1
  87. package/es/render/contributions/render/richtext-render.js.map +1 -1
  88. package/es/render/contributions/render/symbol-render.js +2 -2
  89. package/es/render/contributions/render/symbol-render.js.map +1 -1
  90. package/es/render/contributions/render/text-render.js +1 -1
  91. package/es/render/contributions/render/text-render.js.map +1 -1
  92. package/es/render/contributions/render/utils.d.ts +3 -3
  93. package/es/render/contributions/render/utils.js +7 -7
  94. package/es/render/contributions/render/utils.js.map +1 -1
  95. package/es/tsconfig.tsbuildinfo +1 -1
  96. package/package.json +2 -2
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { PYRAMID3D_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IMarkAttribute,\n IPyramid3d,\n IFace3d,\n IThemeAttribute,\n ICamera,\n IPolygonItem,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { colorString } from '../../../color-string';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\n\n@injectable()\nexport class DefaultCanvasPyramid3dRender extends BaseRender<IPyramid3d> implements IGraphicRender {\n type = 'pyramid3d';\n numberType: number = PYRAMID3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n pyramid3d: IPyramid3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const pyramidAttribute = getTheme(pyramid3d, params?.theme).polygon;\n const {\n fill = pyramidAttribute.fill,\n stroke = pyramidAttribute.stroke,\n opacity = pyramidAttribute.opacity,\n fillOpacity = pyramidAttribute.fillOpacity,\n lineWidth = pyramidAttribute.lineWidth,\n strokeOpacity = pyramidAttribute.strokeOpacity,\n visible = pyramidAttribute.visible,\n points,\n face = [true, true, true, true, true, true]\n } = pyramid3d.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(pyramid3d.valid && visible && points.length === 4)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return;\n }\n\n const { light, camera } = drawContext.stage || {};\n\n const face3d = pyramid3d.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(pyramid3d, pyramid3d.attribute, x, y, pyramidAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, face, fc, context, light, camera, pyramid3d, pyramidAttribute, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(pyramid3d, pyramid3d.attribute, x, y, pyramidAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(p => {\n const p1 = vertices[p[0]];\n const p2 = vertices[p[1]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n faces: [boolean, boolean, boolean, boolean, boolean, boolean],\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n camera: ICamera,\n pyramid3d: IPyramid3d,\n pyramid3dAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = colorString.get(fillColor).value;\n\n // 上下左右前后\n // 0,1,2,3,4,5\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])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n if (!faces[i]) {\n return;\n }\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, pyramid3d.attribute, pyramid3dAttribute);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(pyramid3d: IPyramid3d, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n context.highPerformanceSave();\n const pyramid3dAttribute = getTheme(pyramid3d).polygon;\n const data = this.transform(pyramid3d, pyramid3dAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(pyramid3d, context, x, y, drawContext);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
+ 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IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const pyramidAttribute = getTheme(pyramid3d, params?.theme).polygon;\n const {\n fill = pyramidAttribute.fill,\n stroke = pyramidAttribute.stroke,\n opacity = pyramidAttribute.opacity,\n fillOpacity = pyramidAttribute.fillOpacity,\n lineWidth = pyramidAttribute.lineWidth,\n strokeOpacity = pyramidAttribute.strokeOpacity,\n visible = pyramidAttribute.visible,\n points,\n face = [true, true, true, true, true, true]\n } = pyramid3d.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(pyramid3d.valid && visible && points.length === 4)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return;\n }\n\n const { light, camera } = drawContext.stage || {};\n\n const face3d = pyramid3d.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(pyramid3d, pyramid3d.attribute, x, y, pyramidAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, face, fc, context, light, camera, pyramid3d, pyramidAttribute, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(pyramid3d, pyramid3d.attribute, x, y, pyramidAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(p => {\n const p1 = vertices[p[0]];\n const p2 = vertices[p[1]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n faces: [boolean, boolean, boolean, boolean, boolean, boolean],\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n camera: ICamera,\n pyramid3d: IPyramid3d,\n pyramid3dAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = colorString.get(fillColor).value;\n\n // 上下左右前后\n // 0,1,2,3,4,5\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])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n if (!faces[i]) {\n return;\n }\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, pyramid3d.attribute, pyramid3dAttribute);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(pyramid3d: IPyramid3d, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n context.highPerformanceSave();\n const pyramid3dAttribute = getTheme(pyramid3d).polygon;\n const data = this.transform(pyramid3d, pyramid3dAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(pyramid3d, context, x, y, drawContext);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -24,10 +24,11 @@ let DefaultCanvasRectRender = class {
24
24
  }
25
25
  drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
26
26
  const rectAttribute = (0, theme_1.getTheme)(rect, null == params ? void 0 : params.theme).rect, {fill: fill = rectAttribute.fill, background: background, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible, x: originX = rectAttribute.x, y: originY = rectAttribute.y} = rect.attribute, fVisible = (0,
27
- utils_1.rectFillVisible)(opacity, fillOpacity, width, height), sVisible = (0, utils_1.rectStrokeVisible)(opacity, strokeOpacity, width, height), doFill = (0,
28
- utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
27
+ utils_1.rectFillVisible)(opacity, fillOpacity, width, height, fill), sVisible = (0,
28
+ utils_1.rectStrokeVisible)(opacity, strokeOpacity, width, height), doFill = (0,
29
+ utils_1.runFill)(fill, background), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
29
30
  if (!rect.valid || !visible) return;
30
- if (!(doFill || doStroke || background)) return;
31
+ if (!doFill && !doStroke) return;
31
32
  if (!(fVisible || sVisible || fillCb || strokeCb || background)) return;
32
33
  0 === cornerRadius || (0, vutils_1.isArray)(cornerRadius) && cornerRadius.every((num => 0 === num)) ? (context.beginPath(),
33
34
  context.rect(x, y, width, height)) : (context.beginPath(), (0, rect_1.createRectPath)(context, x, y, width, height, cornerRadius)),
@@ -1 +1 @@
1
- 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IRectRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { RectRenderContribution } from './contributions/constants';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: IContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IRectRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { RectRenderContribution } from './contributions/constants';\nimport { drawPathProxy, rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\n@injectable()\nexport class DefaultCanvasRectRender implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n\n protected _rectRenderContribitions: IRectRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: IContributionProvider<IRectRenderContribution>\n ) {}\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n if (!this._rectRenderContribitions) {\n this._rectRenderContribitions = this.rectRenderContribitions.getContributions() || [];\n this._rectRenderContribitions.sort((a, b) => b.order - a.order);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n }\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(rect, rect.attribute, rectAttribute);\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this._rectRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n // c.useStyle && context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n c.drawShape(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect;\n let { x = rectAttribute.x, y = rectAttribute.y } = rect.attribute;\n\n if (!rect.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(rect.transMatrix, true);\n } else {\n const point = rect.getOffsetXY(rectAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n if (drawPathProxy(rect, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(rect, context, x, y, drawContext, params);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -19,7 +19,8 @@ let DefaultCanvasRect3dRender = class extends base_render_1.BaseRender {
19
19
  drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
20
20
  var _a;
21
21
  const rectAttribute = (0, theme_1.getTheme)(rect, null == params ? void 0 : params.theme).rect3d, {fill: fill = rectAttribute.fill, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible} = rect.attribute, z = null !== (_a = this.z) && void 0 !== _a ? _a : 0, fVisible = (0,
22
- utils_1.rectFillVisible)(opacity, fillOpacity, width, height), sVisible = (0, utils_1.rectStrokeVisible)(opacity, strokeOpacity, width, height), doFill = (0,
22
+ utils_1.rectFillVisible)(opacity, fillOpacity, width, height, fill), sVisible = (0,
23
+ utils_1.rectStrokeVisible)(opacity, strokeOpacity, width, height), doFill = (0,
23
24
  utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
24
25
  if (!rect.valid || !visible) return;
25
26
  if (!doFill && !doStroke) return;
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IFace3d,\n IMarkAttribute,\n IPolygonItem,\n IRect3d,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { colorString } from '../../../color-string';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { RECT3D_NUMBER_TYPE } from '../../../graphic/constants';\n@injectable()\nexport class DefaultCanvasRect3dRender extends BaseRender<IRect3d> implements IGraphicRender {\n type = 'rect3d';\n numberType: number = RECT3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n rect: IRect3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect3d;\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return;\n }\n\n const { light, camera } = drawContext.stage || {};\n const face3d = rect.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, fc, context, light, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(edge => {\n const p1 = vertices[edge[0]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const p2 = vertices[edge[1]];\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = colorString.get(fillColor).value;\n // 上下左右前后\n // 0,1,2,3,4,5\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])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, null, null);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(rect: IRect3d, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect).rect;\n\n const data = this.transform(rect, rectAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(rect, context, x, y, drawContext);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
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{ injectable } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IDirectionLight,\n IFace3d,\n IMarkAttribute,\n IPolygonItem,\n IRect3d,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService\n} from '../../../interface';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { colorString } from '../../../color-string';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { BaseRender } from './base-render';\nimport { RECT3D_NUMBER_TYPE } from '../../../graphic/constants';\n@injectable()\nexport class DefaultCanvasRect3dRender extends BaseRender<IRect3d> implements IGraphicRender {\n type = 'rect3d';\n numberType: number = RECT3D_NUMBER_TYPE;\n declare z: number;\n\n drawShape(\n rect: IRect3d,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect, params?.theme).rect3d;\n const {\n fill = rectAttribute.fill,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible\n } = rect.attribute;\n\n const z = this.z ?? 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return;\n }\n\n const { light, camera } = drawContext.stage || {};\n const face3d = rect.findFace();\n\n if (fill !== false) {\n context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n let fc = fill;\n if (typeof fc !== 'string') {\n fc = 'black';\n }\n this.fill(x, y, z, face3d, fc, context, light, fillCb);\n }\n if (stroke !== false) {\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n this.stroke(x, y, z, face3d, context);\n }\n }\n\n stroke(x: number, y: number, z: number, face3d: IFace3d, context: IContext2d) {\n const vertices = face3d.vertices;\n face3d.edges.forEach(edge => {\n const p1 = vertices[edge[0]];\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const p2 = vertices[edge[1]];\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.stroke();\n });\n }\n fill(\n x: number,\n y: number,\n z: number,\n face3d: IFace3d,\n fillColor: string,\n context: IContext2d,\n light: IDirectionLight,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rgbArray = colorString.get(fillColor).value;\n // 上下左右前后\n // 0,1,2,3,4,5\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])[2];\n });\n // 排序\n const sortFace: { faceIdx: number; polygon: IPolygonItem }[] = [];\n face3d.polygons.forEach((p, i) => {\n sortFace.push({\n faceIdx: i,\n polygon: p\n });\n // 设置ave_z进行排序\n const { polygon, normal } = p;\n\n const z1 = viewdVerticesZ[polygon[0]];\n const z2 = viewdVerticesZ[polygon[1]];\n const z3 = viewdVerticesZ[polygon[2]];\n const z4 = viewdVerticesZ[polygon[3]];\n\n p.ave_z = z1 + z2 + z3 + z4;\n });\n sortFace.sort((a, b) => b.polygon.ave_z - a.polygon.ave_z);\n\n sortFace.forEach(item => {\n const { polygon, normal } = item.polygon;\n\n const p1 = vertices[polygon[0]];\n const p2 = vertices[polygon[1]];\n const p3 = vertices[polygon[2]];\n const p4 = vertices[polygon[3]];\n\n const v1 = {\n x: x + p1[0],\n y: y + p1[1],\n z: z + p1[2]\n };\n const v2 = {\n x: x + p2[0],\n y: y + p2[1],\n z: z + p2[2]\n };\n const v3 = {\n x: x + p3[0],\n y: y + p3[1],\n z: z + p3[2]\n };\n const v4 = {\n x: x + p4[0],\n y: y + p4[1],\n z: z + p4[2]\n };\n context.beginPath();\n context.moveTo(v1.x, v1.y, v1.z);\n context.lineTo(v2.x, v2.y, v2.z);\n context.lineTo(v3.x, v3.y, v3.z);\n context.lineTo(v4.x, v4.y, v4.z);\n context.closePath();\n if (fillCb) {\n fillCb(context, null, null);\n } else {\n context.fillStyle = light ? light.computeColor(normal, rgbArray) : fillColor;\n context.fill();\n }\n });\n }\n\n draw(rect: IRect3d, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const rectAttribute = getTheme(rect).rect;\n\n const data = this.transform(rect, rectAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(rect, context, x, y, drawContext);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -19,7 +19,7 @@ let DefaultCanvasRichTextRender = class {
19
19
  drawShape(richtext, context, x, y, drawContext) {
20
20
  const richtextAttribute = (0, theme_1.getTheme)(richtext).richtext, {width: width = richtextAttribute.width, height: height = richtextAttribute.height, opacity: opacity = richtextAttribute.opacity, fillOpacity: fillOpacity = richtextAttribute.fillOpacity, visible: visible = richtextAttribute.visible} = richtext.attribute;
21
21
  if (!richtext.valid || !visible) return;
22
- if (!(0, utils_1.fillVisible)(opacity, fillOpacity)) return;
22
+ if (!(0, utils_1.fillVisible)(opacity, fillOpacity, !0)) return;
23
23
  context.translate(x, y);
24
24
  richtext.getFrameCache().draw(context, this.drawIcon);
25
25
  }
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { getTheme } from '../../../graphic/theme';\nimport { RICHTEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IContext2d,\n IRichText,\n IRichTextIcon,\n IDrawContext,\n IRenderService,\n IGraphicRender\n} from '../../../interface';\nimport { fillVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasRichTextRender implements IGraphicRender {\n type: 'richtext';\n numberType: number = RICHTEXT_NUMBER_TYPE;\n\n drawShape(richtext: IRichText, context: IContext2d, x: number, y: number, drawContext: IDrawContext) {\n const richtextAttribute = getTheme(richtext).richtext;\n const {\n width = richtextAttribute.width,\n height = richtextAttribute.height,\n opacity = richtextAttribute.opacity,\n fillOpacity = richtextAttribute.fillOpacity,\n visible = richtextAttribute.visible\n } = richtext.attribute;\n\n if (!(richtext.valid && visible)) {\n return;\n }\n\n const fVisible = fillVisible(opacity, fillOpacity);\n if (!fVisible) {\n return;\n }\n\n context.translate(x, y);\n const frame = richtext.getFrameCache();\n frame.draw(context, this.drawIcon);\n }\n\n drawIcon(icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) {\n const richtextIconAttribute = getTheme(icon).richtextIcon;\n\n const {\n width = richtextIconAttribute.width,\n height = richtextIconAttribute.height,\n opacity = richtextIconAttribute.opacity,\n image: url,\n backgroundFill = richtextIconAttribute.backgroundFill,\n // backgroundFillColor = richtextIconAttribute.backgroundFillColor,\n backgroundFillOpacity = richtextIconAttribute.backgroundFillOpacity,\n backgroundStroke = richtextIconAttribute.backgroundStroke,\n // backgroundStrokeColor = richtextIconAttribute.backgroundStrokeColor,\n backgroundStrokeOpacity = richtextIconAttribute.backgroundStrokeOpacity,\n backgroundRadius = richtextIconAttribute.backgroundRadius,\n margin\n } = icon.attribute;\n\n const { backgroundWidth = width, backgroundHeight = height } = icon.attribute;\n\n if (margin) {\n x += icon._marginArray[3];\n y += icon._marginArray[0];\n }\n\n // y -= height / 2 - baseline;\n\n // 绘制background\n if (icon._hovered) {\n const expandX = (backgroundWidth - width) / 2;\n const expandY = (backgroundHeight - height) / 2;\n\n if (backgroundRadius === 0) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x - expandX, y - expandY, backgroundWidth, backgroundHeight);\n } else {\n context.beginPath();\n createRectPath(context, x - expandX, y - expandY, backgroundWidth, backgroundHeight, backgroundRadius);\n }\n if (backgroundFill) {\n // context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundFillOpacity;\n context.fillStyle = backgroundFill as string;\n context.fill();\n }\n if (backgroundStroke) {\n // context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundStrokeOpacity;\n context.strokeStyle = backgroundStroke as string;\n context.stroke();\n }\n }\n\n // 绘制图标\n const res = url && icon?.resources?.get(url);\n if (!res || res.state !== 'success') {\n return;\n }\n // context.setCommonStyle(icon, icon.attribute, x, y, iconAttribute);\n context.globalAlpha = opacity;\n context.drawImage(res.data, x, y, width, height);\n }\n\n draw(richtext: IRichText, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const richtextAttribute = getTheme(richtext).richtext;\n let { x = richtextAttribute.x, y = richtextAttribute.y } = richtext.attribute;\n\n if (!richtext.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(richtext.transMatrix, true);\n } else {\n const point = richtext.getOffsetXY(richtextAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n this.drawShape(richtext, context, x, y, drawContext);\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
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{ injectable } from 'inversify';\nimport { createRectPath } from '../../../common/shape/rect';\nimport { getTheme } from '../../../graphic/theme';\nimport { RICHTEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IContext2d,\n IRichText,\n IRichTextIcon,\n IDrawContext,\n IRenderService,\n IGraphicRender\n} from '../../../interface';\nimport { fillVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasRichTextRender implements IGraphicRender {\n type: 'richtext';\n numberType: number = RICHTEXT_NUMBER_TYPE;\n\n drawShape(richtext: IRichText, context: IContext2d, x: number, y: number, drawContext: IDrawContext) {\n const richtextAttribute = getTheme(richtext).richtext;\n const {\n width = richtextAttribute.width,\n height = richtextAttribute.height,\n opacity = richtextAttribute.opacity,\n fillOpacity = richtextAttribute.fillOpacity,\n visible = richtextAttribute.visible\n } = richtext.attribute;\n\n if (!(richtext.valid && visible)) {\n return;\n }\n\n const fVisible = fillVisible(opacity, fillOpacity, true);\n if (!fVisible) {\n return;\n }\n\n context.translate(x, y);\n const frame = richtext.getFrameCache();\n frame.draw(context, this.drawIcon);\n }\n\n drawIcon(icon: IRichTextIcon, context: IContext2d, x: number, y: number, baseline: number) {\n const richtextIconAttribute = getTheme(icon).richtextIcon;\n\n const {\n width = richtextIconAttribute.width,\n height = richtextIconAttribute.height,\n opacity = richtextIconAttribute.opacity,\n image: url,\n backgroundFill = richtextIconAttribute.backgroundFill,\n // backgroundFillColor = richtextIconAttribute.backgroundFillColor,\n backgroundFillOpacity = richtextIconAttribute.backgroundFillOpacity,\n backgroundStroke = richtextIconAttribute.backgroundStroke,\n // backgroundStrokeColor = richtextIconAttribute.backgroundStrokeColor,\n backgroundStrokeOpacity = richtextIconAttribute.backgroundStrokeOpacity,\n backgroundRadius = richtextIconAttribute.backgroundRadius,\n margin\n } = icon.attribute;\n\n const { backgroundWidth = width, backgroundHeight = height } = icon.attribute;\n\n if (margin) {\n x += icon._marginArray[3];\n y += icon._marginArray[0];\n }\n\n // y -= height / 2 - baseline;\n\n // 绘制background\n if (icon._hovered) {\n const expandX = (backgroundWidth - width) / 2;\n const expandY = (backgroundHeight - height) / 2;\n\n if (backgroundRadius === 0) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x - expandX, y - expandY, backgroundWidth, backgroundHeight);\n } else {\n context.beginPath();\n createRectPath(context, x - expandX, y - expandY, backgroundWidth, backgroundHeight, backgroundRadius);\n }\n if (backgroundFill) {\n // context.setCommonStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundFillOpacity;\n context.fillStyle = backgroundFill as string;\n context.fill();\n }\n if (backgroundStroke) {\n // context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n context.globalAlpha = backgroundStrokeOpacity;\n context.strokeStyle = backgroundStroke as string;\n context.stroke();\n }\n }\n\n // 绘制图标\n const res = url && icon?.resources?.get(url);\n if (!res || res.state !== 'success') {\n return;\n }\n // context.setCommonStyle(icon, icon.attribute, x, y, iconAttribute);\n context.globalAlpha = opacity;\n context.drawImage(res.data, x, y, width, height);\n }\n\n draw(richtext: IRichText, renderService: IRenderService, drawContext: IDrawContext) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const rectAttribute = graphicService.themeService.getCurrentTheme().rectAttribute;\n const richtextAttribute = getTheme(richtext).richtext;\n let { x = richtextAttribute.x, y = richtextAttribute.y } = richtext.attribute;\n\n if (!richtext.transMatrix.onlyTranslate()) {\n // 性能较差\n x = 0;\n y = 0;\n context.transformFromMatrix(richtext.transMatrix, true);\n } else {\n const point = richtext.getOffsetXY(richtextAttribute);\n x += point.x;\n y += point.y;\n // 当前context有rotate/scale,重置matrix\n context.setTransformForCurrent();\n }\n\n this.drawShape(richtext, context, x, y, drawContext);\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -25,10 +25,10 @@ let DefaultCanvasSymbolRender = class extends base_render_1.BaseRender {
25
25
  drawShape(symbol, context, x, y, drawContext, params, fillCb, strokeCb) {
26
26
  var _a;
27
27
  const symbolAttribute = (0, theme_1.getTheme)(symbol, null == params ? void 0 : params.theme).symbol, {size: size = symbolAttribute.size, fill: fill = symbolAttribute.fill, background: background, fillOpacity: fillOpacity = symbolAttribute.fillOpacity, strokeOpacity: strokeOpacity = symbolAttribute.strokeOpacity, opacity: opacity = symbolAttribute.opacity, lineWidth: lineWidth = symbolAttribute.lineWidth, stroke: stroke = symbolAttribute.stroke, visible: visible = symbolAttribute.visible, x: originX = symbolAttribute.x, y: originY = symbolAttribute.y, scaleX: scaleX = symbolAttribute.scaleX, scaleY: scaleY = symbolAttribute.scaleY} = symbol.attribute, fVisible = (0,
28
- utils_1.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
29
- utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
28
+ utils_1.fillVisible)(opacity, fillOpacity, fill), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
29
+ utils_1.runFill)(fill, background), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
30
30
  if (!symbol.valid || !visible) return;
31
- if (!(doFill || doStroke || background)) return;
31
+ if (!doFill && !doStroke) return;
32
32
  if (!(fVisible || sVisible || fillCb || strokeCb || background)) return;
33
33
  const parsedPath = symbol.getParsedPath();
34
34
  if (!parsedPath) return;
@@ -1 +1 @@
1
- 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{ mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { inject, injectable, named } from 'inversify';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n declare z: number;\n\n protected _symbolRenderContribitions: ISymbolRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n fill = symbolAttribute.fill,\n background,\n fillOpacity = symbolAttribute.fillOpacity,\n strokeOpacity = symbolAttribute.strokeOpacity,\n opacity = symbolAttribute.opacity,\n lineWidth = symbolAttribute.lineWidth,\n stroke = symbolAttribute.stroke,\n visible = symbolAttribute.visible,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(symbol.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || background)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (parsedPath.draw(context, size, p.x, p.y) === false) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z) === false) {\n context.closePath();\n }\n }\n\n if (!this._symbolRenderContribitions) {\n this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [];\n this._symbolRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n // let { x = symbolAttribute.x, y = symbolAttribute.y } = symbol.attribute;\n\n // const transMatrix = symbol.transMatrix;\n // const onlyTranslate = transMatrix.onlyTranslate();\n // // 只有translate,那么不设置矩阵,通过xy进行偏移\n // if (onlyTranslate) {\n // const point = symbol.getOffsetXY(symbolAttribute);\n // x += point.x;\n // y += point.y;\n // // 当前context有rotate/scale,重置matrix\n // context.setTransformForCurrent();\n // } else {\n // // 如果存在translate,那么存在三种情况:不需要设置2d矩阵,需要设置2d矩阵,需要修改2d矩阵然后设置\n // // 1. 如果通过3d变换绘制,那么也不需要设置矩阵\n // // 2. 如果缩放等操作依然通过\n\n // const { keepDirIn3d = symbolAttribute.keepDirIn3d, scaleX, scaleY, z } = symbol.attribute;\n // if (context.camera && context.project) {\n // // 如果保持3d视角,那么需要设置2d矩阵,但是需要进行修改,因为通过投影改变位置,但是需要进行2d缩放和旋转变换\n // if (keepDirIn3d) {\n // const p = context.project(x, y, z);\n // context.translate(p.x, p.y, false);\n // context.scale(scaleX, scaleY, false);\n // context.rotate(scaleX, false)\n // context.translate(-p.x, -p.y, false);\n // context.setTransformForCurrent();\n // } else { // 不保持3d视角,所有变换均通过3d矩阵完成,不需要2d的矩阵\n // context.setTransform(1, 0, 0, 1, 0, 0, true);\n // }\n // } else {\n // // 直接设置矩阵即可\n // // 性能较差\n // x = 0;\n // y = 0;\n // context.transformFromMatrix(symbol.transMatrix, true);\n // }\n // }\n const data = this.transform(symbol, symbolAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(symbol, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(symbol, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
1
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{ mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { inject, injectable, named } from 'inversify';\n// eslint-disable-next-line\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { getTheme } from '../../../graphic/theme';\nimport { SYMBOL_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n ISymbol,\n IThemeAttribute,\n ISymbolRenderContribution,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n IContributionProvider\n} from '../../../interface';\nimport type {} from '../../render-service';\nimport { BaseRender } from './base-render';\nimport { BaseRenderContributionTime } from '../../../common/enums';\nimport { SymbolRenderContribution } from './contributions/constants';\nimport { drawPathProxy, fillVisible, runFill, runStroke, strokeVisible } from './utils';\n\n@injectable()\nexport class DefaultCanvasSymbolRender extends BaseRender<ISymbol> implements IGraphicRender {\n type: 'symbol';\n numberType: number = SYMBOL_NUMBER_TYPE;\n declare z: number;\n\n protected _symbolRenderContribitions: ISymbolRenderContribution[];\n\n constructor(\n @inject(ContributionProvider)\n @named(SymbolRenderContribution)\n protected readonly symbolRenderContribitions: IContributionProvider<ISymbolRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n symbol: ISymbol,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n\n const {\n size = symbolAttribute.size,\n fill = symbolAttribute.fill,\n background,\n fillOpacity = symbolAttribute.fillOpacity,\n strokeOpacity = symbolAttribute.strokeOpacity,\n opacity = symbolAttribute.opacity,\n lineWidth = symbolAttribute.lineWidth,\n stroke = symbolAttribute.stroke,\n visible = symbolAttribute.visible,\n x: originX = symbolAttribute.x,\n y: originY = symbolAttribute.y,\n scaleX = symbolAttribute.scaleX,\n scaleY = symbolAttribute.scaleY\n } = symbol.attribute;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(symbol.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n const parsedPath = symbol.getParsedPath();\n // todo: 考虑使用path\n if (!parsedPath) {\n return;\n }\n\n const { keepDirIn3d = symbolAttribute.keepDirIn3d } = symbol.attribute;\n const z = this.z ?? 0;\n context.beginPath();\n if (keepDirIn3d && context.camera && context.project) {\n const p = context.project(x, y, z);\n const camera = context.camera;\n context.camera = null;\n if (parsedPath.draw(context, size, p.x, p.y) === false) {\n context.closePath();\n }\n context.camera = camera;\n } else {\n if (parsedPath.draw(context, size, x, y, z) === false) {\n context.closePath();\n }\n }\n\n if (!this._symbolRenderContribitions) {\n this._symbolRenderContribitions = this.symbolRenderContribitions.getContributions() || [];\n this._symbolRenderContribitions.sort((a, b) => b.order - a.order);\n }\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n // c.useStyle && context.setCommonStyle(symbol, symbol.attribute, x, y, symbolAttribute);\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n\n // if (fill !== false) {\n // context.setCommonStyle(symbol.attribute, symbolAttribute);\n // context.fill();\n // }\n // if (stroke !== false) {\n // context.setStrokeStyle(symbol.attribute, symbolAttribute);\n // context.stroke();\n // }\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(symbol, symbol.attribute, symbolAttribute);\n\n if (doFill) {\n if (fillCb) {\n fillCb(context, symbol.attribute, symbolAttribute);\n } else if (fVisible) {\n context.setCommonStyle(symbol, symbol.attribute, originX - x, originY - y, symbolAttribute);\n context.fill();\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, symbol.attribute, symbolAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(\n symbol,\n symbol.attribute,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n symbolAttribute\n );\n context.stroke();\n }\n }\n\n this._symbolRenderContribitions.forEach(c => {\n if (c.time === BaseRenderContributionTime.afterFillStroke) {\n c.drawShape(\n symbol,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n symbolAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n });\n }\n\n draw(symbol: ISymbol, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n // const symbolAttribute = graphicService.themeService.getCurrentTheme().symbolAttribute;\n const symbolAttribute = getTheme(symbol, params?.theme).symbol;\n // let { x = symbolAttribute.x, y = symbolAttribute.y } = symbol.attribute;\n\n // const transMatrix = symbol.transMatrix;\n // const onlyTranslate = transMatrix.onlyTranslate();\n // // 只有translate,那么不设置矩阵,通过xy进行偏移\n // if (onlyTranslate) {\n // const point = symbol.getOffsetXY(symbolAttribute);\n // x += point.x;\n // y += point.y;\n // // 当前context有rotate/scale,重置matrix\n // context.setTransformForCurrent();\n // } else {\n // // 如果存在translate,那么存在三种情况:不需要设置2d矩阵,需要设置2d矩阵,需要修改2d矩阵然后设置\n // // 1. 如果通过3d变换绘制,那么也不需要设置矩阵\n // // 2. 如果缩放等操作依然通过\n\n // const { keepDirIn3d = symbolAttribute.keepDirIn3d, scaleX, scaleY, z } = symbol.attribute;\n // if (context.camera && context.project) {\n // // 如果保持3d视角,那么需要设置2d矩阵,但是需要进行修改,因为通过投影改变位置,但是需要进行2d缩放和旋转变换\n // if (keepDirIn3d) {\n // const p = context.project(x, y, z);\n // context.translate(p.x, p.y, false);\n // context.scale(scaleX, scaleY, false);\n // context.rotate(scaleX, false)\n // context.translate(-p.x, -p.y, false);\n // context.setTransformForCurrent();\n // } else { // 不保持3d视角,所有变换均通过3d矩阵完成,不需要2d的矩阵\n // context.setTransform(1, 0, 0, 1, 0, 0, true);\n // }\n // } else {\n // // 直接设置矩阵即可\n // // 性能较差\n // x = 0;\n // y = 0;\n // context.transformFromMatrix(symbol.transMatrix, true);\n // }\n // }\n const data = this.transform(symbol, symbolAttribute, context);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n if (drawPathProxy(symbol, context, x, y, drawContext, params)) {\n context.highPerformanceRestore();\n return;\n }\n\n this.drawShape(symbol, context, x, y, drawContext, params);\n this.z = 0;\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n}\n"]}
@@ -25,7 +25,7 @@ let DefaultCanvasTextRender = class extends base_render_1.BaseRender {
25
25
  drawShape(text, context, x, y, drawContext, params, fillCb, strokeCb) {
26
26
  var _a;
27
27
  const textAttribute = (0, theme_1.getTheme)(text, null == params ? void 0 : params.theme).text, {text: str, fill: fill = textAttribute.fill, stroke: stroke = textAttribute.stroke, fillOpacity: fillOpacity = textAttribute.fillOpacity, strokeOpacity: strokeOpacity = textAttribute.strokeOpacity, opacity: opacity = textAttribute.opacity, lineWidth: lineWidth = textAttribute.lineWidth, visible: visible = textAttribute.visible, underline: underline = textAttribute.underline, lineThrough: lineThrough = textAttribute.lineThrough, keepDirIn3d: keepDirIn3d = textAttribute.keepDirIn3d, fontSize: fontSize = textAttribute.fontSize, textBaseline: textBaseline = textAttribute.textBaseline, x: originX = textAttribute.x, y: originY = textAttribute.y} = text.attribute, lineHeight = null !== (_a = text.attribute.lineHeight) && void 0 !== _a ? _a : fontSize, fVisible = (0,
28
- utils_1.fillVisible)(opacity, fillOpacity), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
28
+ utils_1.fillVisible)(opacity, fillOpacity, fill), sVisible = (0, utils_1.strokeVisible)(opacity, strokeOpacity), doFill = (0,
29
29
  utils_1.runFill)(fill), doStroke = (0, utils_1.runStroke)(stroke, lineWidth);
30
30
  if (!text.valid || !visible) return;
31
31
  if (!(doFill || doStroke || fVisible || sVisible)) return;
@@ -1 +1 @@
1
- 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{ inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n ITextRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport type { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { TextRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n z: number;\n\n protected _textBeforeRenderContribitions: ITextRenderContribution[];\n protected _textAfterRenderContribitions: ITextRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(TextRenderContribution)\n protected readonly textRenderContribitions: IContributionProvider<ITextRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n fill = textAttribute.fill,\n stroke = textAttribute.stroke,\n fillOpacity = textAttribute.fillOpacity,\n strokeOpacity = textAttribute.strokeOpacity,\n opacity = textAttribute.opacity,\n lineWidth = textAttribute.lineWidth,\n visible = textAttribute.visible,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d,\n // lineHeight = textAttribute.lineHeight,\n fontSize = textAttribute.fontSize,\n textBaseline = textAttribute.textBaseline,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n const lineHeight = text.attribute.lineHeight ?? fontSize;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(text.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || fVisible || sVisible)) {\n return;\n }\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n\n if (!this._textBeforeRenderContribitions) {\n const contributions = this.textRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n this._textBeforeRenderContribitions = [];\n this._textAfterRenderContribitions = [];\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._textBeforeRenderContribitions.push(c);\n } else {\n this._textAfterRenderContribitions.push(c);\n }\n });\n }\n this._textBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawMultiUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + x, // 中下划线都是从文字左侧开始,因此不需要+xOffset\n (line.topOffset || 0) + yOffset + y,\n z,\n line.width,\n textAttribute,\n context\n );\n });\n }\n }\n } else {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n let dy = 0;\n if (lineHeight !== fontSize) {\n if (textBaseline === 'top') {\n dy = (lineHeight - fontSize) / 2;\n } else if (textBaseline === 'middle') {\n // middle do nothing\n } else if (textBaseline === 'bottom') {\n dy = -(lineHeight - fontSize) / 2;\n } else {\n // alphabetic do nothing\n // dy = (lineHeight - fontSize) / 2 - fontSize * 0.79;\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.strokeText(t, x, y + dy, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.fillText(t, x, y + dy, z);\n this.drawUnderLine(underline, lineThrough, text, x, y + dy, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n\n this._textAfterRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const textAttribute = getTheme(text, params?.theme).text;\n\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n const data = this.transform(text, textAttribute, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(text, context, x, y, drawContext, params);\n this.z = 0;\n\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const w = text.clipedWidth;\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(textBaseline, fontSize, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n\n drawMultiUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n w: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY('alphabetic', fontSize, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = -3;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n deltaY = -1;\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}
1
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{ inject, injectable, named } from 'inversify';\nimport { getTheme } from '../../../graphic/theme';\nimport { TEXT_NUMBER_TYPE } from '../../../graphic/constants';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IThemeAttribute,\n IDrawContext,\n IRenderService,\n IGraphicRender,\n IGraphicRenderDrawParams,\n ITextRenderContribution,\n IContributionProvider\n} from '../../../interface';\nimport { textDrawOffsetX, textLayoutOffsetY } from '../../../common/text';\nimport type { IText, ITextGraphicAttribute } from '../../../interface/graphic/text';\nimport { fillVisible, runFill, runStroke, strokeVisible } from './utils';\nimport { BaseRender } from './base-render';\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport { TextRenderContribution } from './contributions/constants';\nimport { BaseRenderContributionTime } from '../../../common/enums';\n\n@injectable()\nexport class DefaultCanvasTextRender extends BaseRender<IText> implements IGraphicRender {\n type: 'text';\n numberType: number = TEXT_NUMBER_TYPE;\n z: number;\n\n protected _textBeforeRenderContribitions: ITextRenderContribution[];\n protected _textAfterRenderContribitions: ITextRenderContribution[];\n constructor(\n @inject(ContributionProvider)\n @named(TextRenderContribution)\n protected readonly textRenderContribitions: IContributionProvider<ITextRenderContribution>\n ) {\n super();\n }\n\n drawShape(\n text: IText,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const textAttribute = getTheme(text, params?.theme).text;\n const {\n text: str,\n fill = textAttribute.fill,\n stroke = textAttribute.stroke,\n fillOpacity = textAttribute.fillOpacity,\n strokeOpacity = textAttribute.strokeOpacity,\n opacity = textAttribute.opacity,\n lineWidth = textAttribute.lineWidth,\n visible = textAttribute.visible,\n underline = textAttribute.underline,\n lineThrough = textAttribute.lineThrough,\n keepDirIn3d = textAttribute.keepDirIn3d,\n // lineHeight = textAttribute.lineHeight,\n fontSize = textAttribute.fontSize,\n textBaseline = textAttribute.textBaseline,\n x: originX = textAttribute.x,\n y: originY = textAttribute.y\n } = text.attribute;\n\n const lineHeight = text.attribute.lineHeight ?? fontSize;\n\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(text.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke || fVisible || sVisible)) {\n return;\n }\n // 文字如果需要变换,那就需要将3dmatrix转成context的2dmatrix\n const transform3dMatrixToContextMatrix = !keepDirIn3d;\n\n const z = this.z || 0;\n\n context.beginPath();\n\n if (!this._textBeforeRenderContribitions) {\n const contributions = this.textRenderContribitions.getContributions() || [];\n contributions.sort((a, b) => b.order - a.order);\n this._textBeforeRenderContribitions = [];\n this._textAfterRenderContribitions = [];\n contributions.forEach(c => {\n if (c.time === BaseRenderContributionTime.beforeFillStroke) {\n this._textBeforeRenderContribitions.push(c);\n } else {\n this._textAfterRenderContribitions.push(c);\n }\n });\n }\n this._textBeforeRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n\n // shadow\n context.setShadowStyle && context.setShadowStyle(text, text.attribute, textAttribute);\n\n transform3dMatrixToContextMatrix && this.transformUseContext2d(text, textAttribute, z, context);\n if (Array.isArray(str)) {\n context.setTextStyleWithoutAlignBaseline(text.attribute, textAttribute, z);\n const { multilineLayout } = text;\n if (!multilineLayout) {\n context.highPerformanceRestore();\n return;\n } // 如果不存在的话,需要render层自行布局\n const { xOffset, yOffset } = multilineLayout.bbox;\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.strokeText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n });\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n multilineLayout.lines.forEach(line => {\n context.fillText(line.str, (line.leftOffset || 0) + xOffset + x, (line.topOffset || 0) + yOffset + y, z);\n this.drawMultiUnderLine(\n underline,\n lineThrough,\n text,\n (line.leftOffset || 0) + x, // 中下划线都是从文字左侧开始,因此不需要+xOffset\n (line.topOffset || 0) + yOffset + y,\n z,\n line.width,\n textAttribute,\n context\n );\n });\n }\n }\n } else {\n context.setTextStyle(text.attribute, textAttribute, z);\n const t = text.clipedText as string;\n let dy = 0;\n if (lineHeight !== fontSize) {\n if (textBaseline === 'top') {\n dy = (lineHeight - fontSize) / 2;\n } else if (textBaseline === 'middle') {\n // middle do nothing\n } else if (textBaseline === 'bottom') {\n dy = -(lineHeight - fontSize) / 2;\n } else {\n // alphabetic do nothing\n // dy = (lineHeight - fontSize) / 2 - fontSize * 0.79;\n }\n }\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, text.attribute, textAttribute);\n } else if (sVisible) {\n context.setStrokeStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.strokeText(t, x, y + dy, z);\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, text.attribute, textAttribute);\n } else if (fVisible) {\n context.setCommonStyle(text, text.attribute, originX - x, originY - y, textAttribute);\n context.fillText(t, x, y + dy, z);\n this.drawUnderLine(underline, lineThrough, text, x, y + dy, z, textAttribute, context);\n }\n }\n }\n transform3dMatrixToContextMatrix && this.restoreTransformUseContext2d(text, textAttribute, z, context);\n\n this._textAfterRenderContribitions.forEach(c => {\n c.drawShape(\n text,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n textAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n });\n }\n\n draw(text: IText, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const { context } = drawContext;\n if (!context) {\n return;\n }\n\n context.highPerformanceSave();\n\n const textAttribute = getTheme(text, params?.theme).text;\n\n const { keepDirIn3d = textAttribute.keepDirIn3d } = text.attribute;\n // 文字如果需要变换,那就一定要计算3d矩阵\n const computed3dMatrix = !keepDirIn3d;\n const data = this.transform(text, textAttribute, context, computed3dMatrix);\n const { x, y, z, lastModelMatrix } = data;\n\n this.z = z;\n this.drawShape(text, context, x, y, drawContext, params);\n this.z = 0;\n\n context.modelMatrix = lastModelMatrix;\n\n context.highPerformanceRestore();\n }\n\n drawUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n textBaseline = textAttribute.textBaseline,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n const w = text.clipedWidth;\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY(textBaseline, fontSize, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n\n drawMultiUnderLine(\n underline: number,\n lineThrough: number,\n text: IText,\n x: number,\n y: number,\n z: number,\n w: number,\n textAttribute: Required<ITextGraphicAttribute>,\n context: IContext2d\n ) {\n if (lineThrough + underline <= 0) {\n return;\n }\n\n const {\n textAlign = textAttribute.textAlign,\n fontSize = textAttribute.fontSize,\n fill = textAttribute.fill,\n opacity = textAttribute.opacity,\n fillOpacity = textAttribute.fillOpacity\n } = text.attribute;\n\n const offsetX = textDrawOffsetX(textAlign, w);\n const offsetY = textLayoutOffsetY('alphabetic', fontSize, fontSize);\n const attribute = { lineWidth: 0, stroke: fill, opacity, strokeOpacity: fillOpacity };\n let deltaY = -3;\n if (underline) {\n attribute.lineWidth = underline;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n deltaY = -1;\n if (lineThrough) {\n attribute.lineWidth = lineThrough;\n context.setStrokeStyle(text, attribute, x, y, textAttribute);\n context.beginPath();\n const dy = y + offsetY + fontSize / 2 + deltaY;\n context.moveTo(x + offsetX, dy, z);\n context.lineTo(x + offsetX + w, dy, z);\n context.stroke();\n }\n }\n}\n"]}
@@ -1,8 +1,8 @@
1
1
  import type { IGraphicAttribute, IContext2d, IGraphic, IMarkAttribute, IThemeAttribute, IFillType, IStrokeType, IArc, IPath2D, IGraphicRenderDrawParams, IDrawContext } from '../../../interface';
2
- export declare function runFill(fill: IFillType): boolean;
2
+ export declare function runFill(fill: IFillType, background?: string | HTMLImageElement | HTMLCanvasElement): boolean;
3
3
  export declare function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number): boolean;
4
- export declare function fillVisible(opacity: number, fillOpacity: number): boolean;
5
- export declare function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number): boolean;
4
+ export declare function fillVisible(opacity: number, fillOpacity: number, fill: IFillType): boolean;
5
+ export declare function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType): boolean;
6
6
  export declare function strokeVisible(opacity: number, strokeOpacity: number): boolean;
7
7
  export declare function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number): boolean;
8
8
  export declare function drawPathProxy(graphic: IGraphic, context: IContext2d, x: number, y: number, drawContext: IDrawContext, params?: IGraphicRenderDrawParams, fillCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean, strokeCb?: (ctx: IContext2d, markAttribute: Partial<IMarkAttribute & IGraphicAttribute>, themeAttribute: IThemeAttribute) => boolean): boolean;
@@ -6,8 +6,8 @@ Object.defineProperty(exports, "__esModule", {
6
6
 
7
7
  const vutils_1 = require("@visactor/vutils"), render_command_list_1 = require("../../../common/render-command-list"), theme_1 = require("../../../graphic/theme");
8
8
 
9
- function runFill(fill) {
10
- return !!fill;
9
+ function runFill(fill, background) {
10
+ return !(!fill && !background);
11
11
  }
12
12
 
13
13
  function runStroke(stroke, lineWidth) {
@@ -16,12 +16,12 @@ function runStroke(stroke, lineWidth) {
16
16
  s && lineWidth > 0;
17
17
  }
18
18
 
19
- function fillVisible(opacity, fillOpacity) {
20
- return opacity * fillOpacity > 0;
19
+ function fillVisible(opacity, fillOpacity, fill) {
20
+ return fill && opacity * fillOpacity > 0;
21
21
  }
22
22
 
23
- function rectFillVisible(opacity, fillOpacity, width, height) {
24
- return opacity * fillOpacity > 0 && width > 0 && height > 0;
23
+ function rectFillVisible(opacity, fillOpacity, width, height, fill) {
24
+ return fill && opacity * fillOpacity > 0 && width > 0 && height > 0;
25
25
  }
26
26
 
27
27
  function strokeVisible(opacity, strokeOpacity) {
@@ -34,7 +34,7 @@ function rectStrokeVisible(opacity, strokeOpacity, width, height) {
34
34
 
35
35
  function drawPathProxy(graphic, context, x, y, drawContext, params, fillCb, strokeCb) {
36
36
  if (!graphic.pathProxy) return !1;
37
- const themeAttributes = (0, theme_1.getTheme)(graphic, null == params ? void 0 : params.theme)[graphic.type], {fill: fill = themeAttributes.fill, stroke: stroke = themeAttributes.stroke, opacity: opacity = themeAttributes.opacity, fillOpacity: fillOpacity = themeAttributes.fillOpacity, lineWidth: lineWidth = themeAttributes.lineWidth, strokeOpacity: strokeOpacity = themeAttributes.strokeOpacity, visible: visible = themeAttributes.visible} = graphic.attribute, fVisible = fillVisible(opacity, fillOpacity), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
37
+ const themeAttributes = (0, theme_1.getTheme)(graphic, null == params ? void 0 : params.theme)[graphic.type], {fill: fill = themeAttributes.fill, stroke: stroke = themeAttributes.stroke, opacity: opacity = themeAttributes.opacity, fillOpacity: fillOpacity = themeAttributes.fillOpacity, lineWidth: lineWidth = themeAttributes.lineWidth, strokeOpacity: strokeOpacity = themeAttributes.strokeOpacity, visible: visible = themeAttributes.visible} = graphic.attribute, fVisible = fillVisible(opacity, fillOpacity, fill), sVisible = strokeVisible(opacity, strokeOpacity), doFill = runFill(fill), doStroke = runStroke(stroke, lineWidth);
38
38
  if (!visible) return !0;
39
39
  if (!doFill && !doStroke) return !0;
40
40
  if (!(fVisible || sVisible || fillCb || strokeCb)) return !0;