@visactor/vrender 0.14.0-alpha.3 → 0.14.0-alpha.7

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 (78) hide show
  1. package/cjs/common/render-area.js +52 -17
  2. package/cjs/common/render-area.js.map +1 -1
  3. package/cjs/common/render-curve.js +51 -13
  4. package/cjs/common/render-curve.js.map +1 -1
  5. package/cjs/common/seg-context.d.ts +10 -8
  6. package/cjs/common/seg-context.js +23 -20
  7. package/cjs/common/seg-context.js.map +1 -1
  8. package/cjs/common/segment/basis.d.ts +5 -3
  9. package/cjs/common/segment/basis.js +6 -6
  10. package/cjs/common/segment/basis.js.map +1 -1
  11. package/cjs/common/segment/curve/cubic-bezier.d.ts +2 -0
  12. package/cjs/common/segment/curve/cubic-bezier.js.map +1 -1
  13. package/cjs/common/segment/curve/line.d.ts +2 -0
  14. package/cjs/common/segment/curve/line.js.map +1 -1
  15. package/cjs/common/segment/curve/quadratic-bezier.d.ts +2 -0
  16. package/cjs/common/segment/curve/quadratic-bezier.js.map +1 -1
  17. package/cjs/common/segment/linear-closed.d.ts +1 -1
  18. package/cjs/common/segment/linear-closed.js +2 -2
  19. package/cjs/common/segment/linear-closed.js.map +1 -1
  20. package/cjs/common/segment/linear.d.ts +2 -2
  21. package/cjs/common/segment/linear.js +2 -2
  22. package/cjs/common/segment/linear.js.map +1 -1
  23. package/cjs/common/segment/monotone.d.ts +4 -2
  24. package/cjs/common/segment/monotone.js +9 -8
  25. package/cjs/common/segment/monotone.js.map +1 -1
  26. package/cjs/common/segment/step.d.ts +2 -1
  27. package/cjs/common/segment/step.js +7 -7
  28. package/cjs/common/segment/step.js.map +1 -1
  29. package/cjs/index.d.ts +1 -1
  30. package/cjs/index.js +1 -1
  31. package/cjs/index.js.map +1 -1
  32. package/cjs/interface/curve.d.ts +3 -3
  33. package/cjs/interface/curve.js.map +1 -1
  34. package/cjs/interface/path.d.ts +2 -0
  35. package/cjs/interface/path.js.map +1 -1
  36. package/cjs/render/contributions/render/area-render.js +11 -2
  37. package/cjs/render/contributions/render/area-render.js.map +1 -1
  38. package/dist/index.js +286 -103
  39. package/dist/index.min.js +1 -1
  40. package/es/common/render-area.js +52 -17
  41. package/es/common/render-area.js.map +1 -1
  42. package/es/common/render-curve.js +51 -13
  43. package/es/common/render-curve.js.map +1 -1
  44. package/es/common/seg-context.d.ts +10 -8
  45. package/es/common/seg-context.js +23 -20
  46. package/es/common/seg-context.js.map +1 -1
  47. package/es/common/segment/basis.d.ts +5 -3
  48. package/es/common/segment/basis.js +6 -6
  49. package/es/common/segment/basis.js.map +1 -1
  50. package/es/common/segment/curve/cubic-bezier.d.ts +2 -0
  51. package/es/common/segment/curve/cubic-bezier.js.map +1 -1
  52. package/es/common/segment/curve/line.d.ts +2 -0
  53. package/es/common/segment/curve/line.js.map +1 -1
  54. package/es/common/segment/curve/quadratic-bezier.d.ts +2 -0
  55. package/es/common/segment/curve/quadratic-bezier.js.map +1 -1
  56. package/es/common/segment/linear-closed.d.ts +1 -1
  57. package/es/common/segment/linear-closed.js +2 -2
  58. package/es/common/segment/linear-closed.js.map +1 -1
  59. package/es/common/segment/linear.d.ts +2 -2
  60. package/es/common/segment/linear.js +2 -2
  61. package/es/common/segment/linear.js.map +1 -1
  62. package/es/common/segment/monotone.d.ts +4 -2
  63. package/es/common/segment/monotone.js +9 -8
  64. package/es/common/segment/monotone.js.map +1 -1
  65. package/es/common/segment/step.d.ts +2 -1
  66. package/es/common/segment/step.js +7 -7
  67. package/es/common/segment/step.js.map +1 -1
  68. package/es/index.d.ts +1 -1
  69. package/es/index.js +1 -1
  70. package/es/index.js.map +1 -1
  71. package/es/interface/curve.d.ts +3 -3
  72. package/es/interface/curve.js.map +1 -1
  73. package/es/interface/path.d.ts +2 -0
  74. package/es/interface/path.js.map +1 -1
  75. package/es/render/contributions/render/area-render.js +13 -4
  76. package/es/render/contributions/render/area-render.js.map +1 -1
  77. package/es/tsconfig.tsbuildinfo +1 -1
  78. package/package.json +1 -1
@@ -15,13 +15,26 @@ function drawAreaSegments(path, segPath, percent, params) {
15
15
  const topList = [], bottomList = [];
16
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  let lastDefined = !0;
17
17
  if (drawConnect) {
18
- for (let i = 0, n = top.curves.length; i < n; i++) {
19
- const topCurve = top.curves[i];
20
- lastDefined !== topCurve.defined ? (lastDefined ? (topList.push(topCurve), bottomList.push(bottom.curves[n - i - 1])) : (drawAreaConnectBlock(path, topList, bottomList, params),
21
- topList.length = 0, bottomList.length = 0), lastDefined = !lastDefined) : lastDefined || (topList.push(topCurve),
22
- bottomList.push(bottom.curves[n - i - 1]));
23
- }
24
- drawAreaBlock(path, topList, bottomList, params);
18
+ let lastCurve, lastBottomCurve, defined0 = !0;
19
+ const n = top.curves.length;
20
+ top.curves.forEach(((curve, i) => {
21
+ const bototmCurve = bottom.curves[n - i - 1];
22
+ let currentTopCurve = curve, currentBottomCurve = bototmCurve;
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+ if (curve.originP1 === curve.originP2) return lastCurve = curve, void (lastBottomCurve = bototmCurve);
24
+ if (lastCurve && lastCurve.originP1 === lastCurve.originP2 && (currentTopCurve = lastCurve,
25
+ currentBottomCurve = lastBottomCurve), curve.defined) defined0 || (topList.push(currentTopCurve),
26
+ bottomList.push(currentBottomCurve), drawAreaConnectBlock(path, topList, bottomList, params),
27
+ topList.length = 0, bottomList.length = 0, defined0 = !defined0); else {
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+ const {originP1: originP1, originP2: originP2} = curve;
29
+ let validTopCurve, validBottomCurve;
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+ originP1 && !1 !== originP1.defined ? (validTopCurve = currentTopCurve, validBottomCurve = currentBottomCurve) : originP1 && !1 !== originP2.defined && (validTopCurve = curve,
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+ validBottomCurve = bototmCurve), defined0 ? (defined0 = !defined0, topList.push(validTopCurve || curve),
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+ bottomList.push(validBottomCurve || bototmCurve)) : validTopCurve && (defined0 = !defined0,
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+ topList.push(validTopCurve || curve), bottomList.push(validBottomCurve || bototmCurve),
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+ drawAreaConnectBlock(path, topList, bottomList, params), topList.length = 0, bottomList.length = 0);
35
+ }
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+ lastCurve = curve;
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+ })), drawAreaConnectBlock(path, topList, bottomList, params);
25
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  } else {
26
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  for (let i = 0, n = top.curves.length; i < n; i++) {
27
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  const topCurve = top.curves[i];
@@ -42,20 +55,42 @@ function drawAreaSegments(path, segPath, percent, params) {
42
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  const totalDrawLength = percent * (direction === enums_1.Direction.ROW ? xTotalLength : yTotalLength);
43
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  let drawedLengthUntilLast = 0, lastDefined = !0;
44
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  const topList = [], bottomList = [];
58
+ let lastTopCurve, lastBottomCurve, defined0 = !0;
45
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  for (let i = 0, n = top.curves.length; i < n; i++) {
46
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  const topCurve = top.curves[i], curCurveLength = topCurve.getLength(direction), percent = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;
47
61
  if (percent < 0) break;
48
- drawedLengthUntilLast += curCurveLength;
49
- let tc = null, bc = null;
50
- lastDefined !== topCurve.defined ? (lastDefined ? (drawAreaBlock(path, topList, bottomList, params),
51
- topList.length = 0, bottomList.length = 0) : (tc = topCurve, bc = bottom.curves[n - i - 1]),
52
- lastDefined = !lastDefined) : lastDefined && (tc = topCurve, bc = bottom.curves[n - i - 1]),
53
- tc && bc && (percent < 1 && (tc = tc.p2 && tc.p3 ? (0, cubic_bezier_1.divideCubic)(tc, percent)[0] : (0,
54
- line_1.divideLinear)(tc, percent)[0], bc = bc.p2 && bc.p3 ? (0, cubic_bezier_1.divideCubic)(bc, 1 - percent)[1] : (0,
55
- line_1.divideLinear)(bc, 1 - percent)[1]), tc.defined = lastDefined, bc.defined = lastDefined,
56
- topList.push(tc), bottomList.push(bc)), tc = null, bc = null;
62
+ if (drawedLengthUntilLast += curCurveLength, drawConnect) {
63
+ const bototmCurve = bottom.curves[n - i - 1];
64
+ let currentTopCurve = topCurve, currentBottomCurve = bototmCurve;
65
+ if (topCurve.originP1 === topCurve.originP2) {
66
+ lastTopCurve = topCurve, lastBottomCurve = bototmCurve;
67
+ continue;
68
+ }
69
+ if (lastTopCurve && lastTopCurve.originP1 === lastTopCurve.originP2 && (currentTopCurve = lastTopCurve,
70
+ currentBottomCurve = lastBottomCurve), topCurve.defined) defined0 || (topList.push(currentTopCurve),
71
+ bottomList.push(currentBottomCurve), drawAreaConnectBlock(path, topList, bottomList, params),
72
+ topList.length = 0, bottomList.length = 0, defined0 = !defined0); else {
73
+ const {originP1: originP1, originP2: originP2} = topCurve;
74
+ let validTopCurve, validBottomCurve;
75
+ originP1 && !1 !== originP1.defined ? (validTopCurve = currentTopCurve, validBottomCurve = currentBottomCurve) : originP1 && !1 !== originP2.defined && (validTopCurve = topCurve,
76
+ validBottomCurve = bototmCurve), defined0 ? (defined0 = !defined0, topList.push(validTopCurve || topCurve),
77
+ bottomList.push(validBottomCurve || bototmCurve)) : validTopCurve && (defined0 = !defined0,
78
+ topList.push(validTopCurve || topCurve), bottomList.push(validBottomCurve || bototmCurve),
79
+ drawAreaConnectBlock(path, topList, bottomList, params), topList.length = 0, bottomList.length = 0);
80
+ }
81
+ lastTopCurve = topCurve;
82
+ } else {
83
+ let tc = null, bc = null;
84
+ lastDefined !== topCurve.defined ? (lastDefined ? (drawAreaBlock(path, topList, bottomList, params),
85
+ topList.length = 0, bottomList.length = 0) : (tc = topCurve, bc = bottom.curves[n - i - 1]),
86
+ lastDefined = !lastDefined) : lastDefined && (tc = topCurve, bc = bottom.curves[n - i - 1]),
87
+ tc && bc && (percent < 1 && (tc = tc.p2 && tc.p3 ? (0, cubic_bezier_1.divideCubic)(tc, percent)[0] : (0,
88
+ line_1.divideLinear)(tc, percent)[0], bc = bc.p2 && bc.p3 ? (0, cubic_bezier_1.divideCubic)(bc, 1 - percent)[1] : (0,
89
+ line_1.divideLinear)(bc, 1 - percent)[1]), tc.defined = lastDefined, bc.defined = lastDefined,
90
+ topList.push(tc), bottomList.push(bc)), tc = null, bc = null;
91
+ }
57
92
  }
58
- drawAreaBlock(path, topList, bottomList, params);
93
+ drawConnect ? drawAreaConnectBlock(path, topList, bottomList, params) : drawAreaBlock(path, topList, bottomList, params);
59
94
  }
60
95
 
61
96
  function drawAreaConnectBlock(path, topList, bottomList, params) {
@@ -1 +1 @@
1
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type { IPoint } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport type { IAreaCacheItem, ICubicBezierCurve, ICurve, IDirection, ILineCurve, IPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\nimport { divideLinear } from './segment/curve/line';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawAreaSegments(\n path: IPath2D,\n segPath: IAreaCacheItem,\n percent: number,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n direction?: IDirection;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { drawConnect = false, mode = 'none' } = params || {};\n if (drawConnect && mode === 'none') {\n return;\n }\n // let needMoveTo: boolean = true;\n const { top, bottom } = segPath;\n if (percent >= 1) {\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let lastDefined: boolean = true;\n if (drawConnect) {\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (!lastDefined) {\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n lastDefined = !lastDefined;\n } else {\n if (!lastDefined) {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n }\n }\n drawAreaBlock(path, topList, bottomList, params);\n } else {\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n 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Direction.ROW : Direction.COLUMN);\n if (!Number.isFinite(xTotalLength)) {\n direction = Direction.COLUMN;\n }\n if (!Number.isFinite(yTotalLength)) {\n direction = Direction.ROW;\n }\n\n // x和y必须始终保持同方向\n // 整个线段的总长度(基于水平、垂直方向)\n const totalLength: number = direction === Direction.ROW ? xTotalLength : yTotalLength;\n\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let lastDefined: boolean = true;\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n const curCurveLength = topCurve.getLength(direction);\n const percent = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n if (percent < 0) {\n break;\n }\n drawedLengthUntilLast += curCurveLength;\n let tc: ICurve<IPoint> | null = null;\n let bc: ICurve<IPoint> | null = null;\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n }\n\n if (tc && bc) {\n if (percent < 1) {\n if (tc.p2 && tc.p3) {\n tc = divideCubic(tc as ICubicBezierCurve, percent)[0];\n } else {\n tc = divideLinear(tc as ILineCurve, percent)[0];\n }\n if (bc.p2 && bc.p3) {\n bc = divideCubic(bc as ICubicBezierCurve, 1 - percent)[1];\n } else {\n bc = divideLinear(bc as ILineCurve, 1 - percent)[1];\n }\n }\n tc.defined = lastDefined;\n bc.defined = lastDefined;\n topList.push(tc);\n bottomList.push(bc);\n }\n\n tc = null;\n bc = null;\n }\n drawAreaBlock(path, topList, bottomList, params);\n\n // const totalLength = segPath.tryUpdateLength();\n\n // // 直到上次绘制的长度\n // let drawedLengthUntilLast = 0;\n // for (let i = 0, n = curves.length; i < n; i++) {\n // const curve = curves[i];\n // const curCurveLength = curve.getLength();\n // const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n // drawedLengthUntilLast += curCurveLength;\n // if (_p < 0) {\n // break;\n // }\n\n // // 跳过这个点\n // if (!curve.defined()) {\n // needMoveTo = true;\n // continue;\n // }\n // if (needMoveTo) {\n // path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY);\n // }\n // drawSegItem(path, curve, min(_p, 1), params);\n // needMoveTo = false;\n // }\n}\n\nfunction drawAreaConnectBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n if (topList.length < 2) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode } = params || {};\n let curve = topList[0];\n // mode不支持zero\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = topList[topList.length - 1];\n let end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n curve = bottomList[bottomList.length - 1];\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = bottomList[0];\n end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n path.closePath();\n}\n\nfunction drawAreaBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n let needMoveTo = true;\n topList.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n needMoveTo = true;\n for (let i = bottomList.length - 1; i >= 0; i--) {\n const curve = bottomList[i];\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n // bottom需要直接line绘制\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n }\n path.closePath();\n}\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nfunction drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs } from '@visactor/vutils';\nimport type { IAreaCacheItem, ICubicBezierCurve, ICurve, IDirection, ILineCurve, IPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\nimport { divideLinear } from './segment/curve/line';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawAreaSegments(\n path: IPath2D,\n segPath: IAreaCacheItem,\n percent: number,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n direction?: IDirection;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const { drawConnect = false, mode = 'none' } = params || {};\n if (drawConnect && mode === 'none') {\n return;\n }\n // let needMoveTo: boolean = true;\n const { top, bottom } = segPath;\n if (percent >= 1) {\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let lastDefined: boolean = true;\n if (drawConnect) {\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n const n = top.curves.length;\n top.curves.forEach((curve, i) => {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = curve;\n let currentBottomCurve = bototmCurve;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n lastBottomCurve = bototmCurve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n currentTopCurve = lastCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = curve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || curve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastCurve = curve;\n });\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n topList.push(topCurve);\n bottomList.push(bottom.curves[n - i - 1]);\n }\n }\n }\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let { direction } = params || {};\n const { curves: topCurves } = top;\n const endP = topCurves[topCurves.length - 1].p3 ?? topCurves[topCurves.length - 1].p1;\n const xTotalLength = abs(endP.x - topCurves[0].p0.x);\n const yTotalLength = abs(endP.y - topCurves[0].p0.y);\n direction = direction ?? 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Direction.ROW : Direction.COLUMN);\n if (!Number.isFinite(xTotalLength)) {\n direction = Direction.COLUMN;\n }\n if (!Number.isFinite(yTotalLength)) {\n direction = Direction.ROW;\n }\n\n // x和y必须始终保持同方向\n // 整个线段的总长度(基于水平、垂直方向)\n const totalLength: number = direction === Direction.ROW ? xTotalLength : yTotalLength;\n\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let lastDefined: boolean = true;\n const topList: ICurve<IPoint>[] = [];\n const bottomList: ICurve<IPoint>[] = [];\n let defined0 = true;\n let lastTopCurve: ICurve<IPoint>;\n let lastBottomCurve: ICurve<IPoint>;\n for (let i = 0, n = top.curves.length; i < n; i++) {\n const topCurve = top.curves[i];\n const curCurveLength = topCurve.getLength(direction);\n const percent = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n if (percent < 0) {\n break;\n }\n drawedLengthUntilLast += curCurveLength;\n\n if (drawConnect) {\n // step的逻辑\n const bototmCurve = bottom.curves[n - i - 1];\n let currentTopCurve = topCurve;\n let currentBottomCurve = bototmCurve;\n if (topCurve.originP1 === topCurve.originP2) {\n lastTopCurve = topCurve;\n lastBottomCurve = bototmCurve;\n continue;\n }\n if (lastTopCurve && lastTopCurve.originP1 === lastTopCurve.originP2) {\n currentTopCurve = lastTopCurve;\n currentBottomCurve = lastBottomCurve;\n }\n if (topCurve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n topList.push(currentTopCurve);\n bottomList.push(currentBottomCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = topCurve;\n let validTopCurve: ICurve<IPoint>;\n let validBottomCurve: ICurve<IPoint>;\n if (originP1 && originP1.defined !== false) {\n validTopCurve = currentTopCurve;\n validBottomCurve = currentBottomCurve;\n } else if (originP1 && originP2.defined !== false) {\n validTopCurve = topCurve;\n validBottomCurve = bototmCurve;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n topList.push(validTopCurve || topCurve);\n bottomList.push(validBottomCurve || bototmCurve);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validTopCurve) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n topList.push(validTopCurve || topCurve);\n bottomList.push(validBottomCurve || bototmCurve);\n drawAreaConnectBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n }\n }\n }\n lastTopCurve = topCurve;\n // drawAreaBlock(path, topList, bottomList, params);\n } else {\n let tc: ICurve<IPoint> | null = null;\n let bc: ICurve<IPoint> | null = null;\n if (lastDefined !== topCurve.defined) {\n if (lastDefined) {\n drawAreaBlock(path, topList, bottomList, params);\n topList.length = 0;\n bottomList.length = 0;\n } else {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n lastDefined = !lastDefined;\n } else {\n if (lastDefined) {\n tc = topCurve;\n bc = bottom.curves[n - i - 1];\n }\n }\n\n if (tc && bc) {\n if (percent < 1) {\n if (tc.p2 && tc.p3) {\n tc = divideCubic(tc as ICubicBezierCurve, percent)[0];\n } else {\n tc = divideLinear(tc as ILineCurve, percent)[0];\n }\n if (bc.p2 && bc.p3) {\n bc = divideCubic(bc as ICubicBezierCurve, 1 - percent)[1];\n } else {\n bc = divideLinear(bc as ILineCurve, 1 - percent)[1];\n }\n }\n tc.defined = lastDefined;\n bc.defined = lastDefined;\n topList.push(tc);\n bottomList.push(bc);\n }\n\n tc = null;\n bc = null;\n }\n }\n\n if (drawConnect) {\n drawAreaConnectBlock(path, topList, bottomList, params);\n } else {\n drawAreaBlock(path, topList, bottomList, params);\n }\n\n // const totalLength = segPath.tryUpdateLength();\n\n // // 直到上次绘制的长度\n // let drawedLengthUntilLast = 0;\n // for (let i = 0, n = curves.length; i < n; i++) {\n // const curve = curves[i];\n // const curCurveLength = curve.getLength();\n // const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n // drawedLengthUntilLast += curCurveLength;\n // if (_p < 0) {\n // break;\n // }\n\n // // 跳过这个点\n // if (!curve.defined()) {\n // needMoveTo = true;\n // continue;\n // }\n // if (needMoveTo) {\n // path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY);\n // }\n // drawSegItem(path, curve, min(_p, 1), params);\n // needMoveTo = false;\n // }\n}\n\nfunction drawAreaConnectBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n if (topList.length < 2) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0, mode } = params || {};\n let curve = topList[0];\n // mode不支持zero\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = topList[topList.length - 1];\n let end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n curve = bottomList[bottomList.length - 1];\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n curve = bottomList[0];\n end = curve.p3 || curve.p1;\n path.lineTo(end.x + offsetX, end.y + offsetY, offsetZ);\n\n path.closePath();\n}\n\nfunction drawAreaBlock(\n path: IPath2D,\n topList: ICurve<IPoint>[],\n bottomList: ICurve<IPoint>[],\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n let needMoveTo = true;\n topList.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n needMoveTo = true;\n for (let i = bottomList.length - 1; i >= 0; i--) {\n const curve = bottomList[i];\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n // bottom需要直接line绘制\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n }\n path.closePath();\n}\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nfunction drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
@@ -7,30 +7,68 @@ Object.defineProperty(exports, "__esModule", {
7
7
  const vutils_1 = require("@visactor/vutils"), enums_1 = require("./enums"), cubic_bezier_1 = require("./segment/curve/cubic-bezier");
8
8
 
9
9
  function drawSegments(path, segPath, percent, clipRangeByDimension, params) {
10
+ var _a;
10
11
  const {offsetX: offsetX = 0, offsetY: offsetY = 0, offsetZ: offsetZ = 0, mode: mode = "none", drawConnect: drawConnect = !1, zeroX: zeroX = 0, zeroY: zeroY = 0} = params || {};
11
12
  if (drawConnect && "none" === mode) return;
12
13
  if (!segPath) return;
13
- let needMoveTo = !drawConnect;
14
+ let needMoveTo = !0;
14
15
  const {curves: curves} = segPath;
15
- if (percent >= 1) return void (drawConnect ? curves.forEach(((curve, i) => {
16
- curve.defined ? (needMoveTo && path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ),
17
- needMoveTo = !1) : (needMoveTo ? "zero" === mode && path.lineTo((isFinite(zeroX) ? zeroX : curve.p0.x) + offsetX, (isFinite(zeroY) ? zeroY : curve.p0.y) + offsetY, offsetZ) : path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ),
18
- needMoveTo = !0);
19
- })) : curves.forEach((curve => {
20
- curve.defined ? (needMoveTo && path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ),
21
- drawSegItem(path, curve, 1, params), needMoveTo = !1) : needMoveTo = !0;
22
- })));
16
+ if (percent >= 1) {
17
+ if (drawConnect) {
18
+ let lastCurve, defined0 = !0;
19
+ curves.forEach(((curve, i) => {
20
+ var _a;
21
+ let p0 = curve.p0;
22
+ if (curve.originP1 !== curve.originP2) {
23
+ if (lastCurve && lastCurve.originP1 === lastCurve.originP2 && (p0 = lastCurve.p0),
24
+ curve.defined) defined0 || (path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ),
25
+ defined0 = !defined0); else {
26
+ const {originP1: originP1, originP2: originP2} = curve;
27
+ let validP;
28
+ if (originP1 && !1 !== originP1.defined ? validP = p0 : originP1 && !1 !== originP2.defined && (validP = null !== (_a = curve.p3) && void 0 !== _a ? _a : curve.p1),
29
+ defined0) {
30
+ defined0 = !defined0;
31
+ const x = validP ? validP.x : curve.p0.x, y = validP ? validP.y : curve.p0.y;
32
+ path.moveTo(x + offsetX, y + offsetY, offsetZ);
33
+ } else validP && (defined0 = !defined0, path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ));
34
+ }
35
+ lastCurve = curve;
36
+ } else lastCurve = curve;
37
+ }));
38
+ } else curves.forEach((curve => {
39
+ curve.defined ? (needMoveTo && path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ),
40
+ drawSegItem(path, curve, 1, params), needMoveTo = !1) : needMoveTo = !0;
41
+ }));
42
+ return;
43
+ }
23
44
  if (percent <= 0) return;
24
45
  let direction;
25
46
  "x" === clipRangeByDimension ? direction = enums_1.Direction.ROW : "y" === clipRangeByDimension ? direction = enums_1.Direction.COLUMN : "auto" === clipRangeByDimension && (direction = segPath.direction);
26
47
  const totalDrawLength = percent * segPath.tryUpdateLength(direction);
27
- let drawedLengthUntilLast = 0;
48
+ let drawedLengthUntilLast = 0, defined0 = !0, lastCurve = null;
28
49
  for (let i = 0, n = curves.length; i < n; i++) {
29
50
  const curve = curves[i], curCurveLength = curve.getLength(direction), _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;
30
51
  if (drawedLengthUntilLast += curCurveLength, _p < 0) break;
31
- if (drawConnect) curve.defined ? (needMoveTo && path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ),
32
- needMoveTo = !1) : (needMoveTo ? "zero" === mode && path.lineTo((isFinite(zeroX) ? zeroX : curve.p0.x) + offsetX, (isFinite(zeroY) ? zeroY : curve.p0.y) + offsetY, offsetZ) : path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ),
33
- needMoveTo = !0); else {
52
+ if (drawConnect) {
53
+ let p0 = curve.p0;
54
+ if (curve.originP1 === curve.originP2) {
55
+ lastCurve = curve;
56
+ continue;
57
+ }
58
+ if (lastCurve && lastCurve.originP1 === lastCurve.originP2 && (p0 = lastCurve.p0),
59
+ curve.defined) defined0 || (path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ),
60
+ defined0 = !defined0); else {
61
+ const {originP1: originP1, originP2: originP2} = curve;
62
+ let validP;
63
+ if (originP1 && !1 !== originP1.defined ? validP = p0 : originP1 && !1 !== originP2.defined && (validP = null !== (_a = curve.p3) && void 0 !== _a ? _a : curve.p1),
64
+ defined0) {
65
+ defined0 = !defined0;
66
+ const x = validP ? validP.x : curve.p0.x, y = validP ? validP.y : curve.p0.y;
67
+ path.moveTo(x + offsetX, y + offsetY, offsetZ);
68
+ } else validP && (defined0 = !defined0, path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ));
69
+ }
70
+ lastCurve = curve;
71
+ } else {
34
72
  if (!curve.defined) {
35
73
  needMoveTo = !0;
36
74
  continue;
@@ -1 +1 @@
1
- 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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { min } from '@visactor/vutils';\n\nimport type {\n IAreaSegment,\n IClipRangeByDimensionType,\n ICubicBezierCurve,\n ICurve,\n IDirection,\n IPath2D,\n ISegment,\n ISegPath2D\n} from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawSegments(\n path: IPath2D,\n segPath: ISegPath2D,\n percent: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const {\n offsetX = 0,\n offsetY = 0,\n offsetZ = 0,\n mode = 'none',\n drawConnect = false,\n zeroX = 0,\n zeroY = 0\n } = params || {};\n // none的connect不需要draw\n if (drawConnect && mode === 'none') {\n return;\n }\n if (!segPath) {\n return;\n }\n let needMoveTo: boolean = !drawConnect;\n const { curves } = segPath;\n if (percent >= 1) {\n if (drawConnect) {\n curves.forEach((curve, i) => {\n if (curve.defined) {\n // connect段结束,封闭\n if (needMoveTo) {\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n } else if (!needMoveTo) {\n // 持续moveTo\n // if (curve.p2 && curve.p3) {\n // path.moveTo(curve.p3.x + offsetX, curve.p3.y + offsetY, offsetZ);\n // } else {\n // path.moveTo(curve.p1.x + offsetX, curve.p1.y + offsetY, offsetZ);\n // }\n }\n needMoveTo = false;\n } else {\n // connect段开始\n if (!needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n } else {\n // 如果是zero,那么每一段都要绘制一下(第一段不需要绘制)\n if (mode === 'zero') {\n path.lineTo(\n (isFinite(zeroX) ? zeroX : curve.p0.x) + offsetX,\n (isFinite(zeroY) ? zeroY : curve.p0.y) + offsetY,\n offsetZ\n );\n }\n }\n needMoveTo = true;\n }\n });\n } else {\n curves.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let direction: IDirection | undefined;\n\n if (clipRangeByDimension === 'x') {\n direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n direction = segPath.direction;\n }\n\n // 整个线段的总长度\n const totalLength = segPath.tryUpdateLength(direction);\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n for (let i = 0, n = curves.length; i < n; i++) {\n const curve = curves[i];\n const curCurveLength = curve.getLength(direction);\n const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n drawedLengthUntilLast += curCurveLength;\n if (_p < 0) {\n break;\n }\n\n if (drawConnect) {\n if (curve.defined) {\n // connect段结束,封闭\n if (needMoveTo) {\n path.lineTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n needMoveTo = false;\n } else {\n // connect段开始\n if (!needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n } else {\n // 如果是zero,那么每一段都要绘制一下(第一段不需要绘制)\n if (mode === 'zero') {\n path.lineTo(\n (isFinite(zeroX) ? zeroX : curve.p0.x) + offsetX,\n (isFinite(zeroY) ? zeroY : curve.p0.y) + offsetY,\n offsetZ\n );\n }\n }\n needMoveTo = true;\n }\n } else {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, min(_p, 1), params);\n needMoveTo = false;\n }\n }\n}\n\nexport function drawIncrementalSegments(\n path: IPath2D,\n lastSeg: ISegment,\n segments: ISegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const startP = lastSeg ? lastSeg.points[lastSeg.points.length - 1] : segments.points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n segments.points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n}\n\nexport function drawIncrementalAreaSegments(\n path: IPath2D,\n lastSeg: IAreaSegment,\n segments: IAreaSegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const { points } = segments;\n // 分段\n const definedPointsList: IPointLike[][] = [];\n let lastIdx = 0;\n for (let i = 0; i < points.length; i++) {\n if (points[i].defined === false) {\n if (lastIdx + 1 !== i) {\n definedPointsList.slice(lastIdx, i);\n }\n lastIdx = i;\n }\n }\n definedPointsList.length === 0;\n definedPointsList.push(points);\n definedPointsList.forEach((points, i) => {\n const startP = lastSeg && i === 0 ? lastSeg.points[lastSeg.points.length - 1] : points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n // 绘制上层\n points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n // 绘制下层\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n path.lineTo(p.x1 ?? p.x, p.y1 ?? p.y);\n }\n path.lineTo(startP.x1 ?? startP.x, startP.y1 ?? startP.y);\n path.closePath();\n });\n}\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nfunction drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { last, min } from '@visactor/vutils';\n\nimport type {\n IAreaSegment,\n IClipRangeByDimensionType,\n ICubicBezierCurve,\n ICurve,\n IDirection,\n IPath2D,\n ISegment,\n ISegPath2D\n} from '../interface';\nimport { Direction } from './enums';\nimport { divideCubic } from './segment/curve/cubic-bezier';\n\n/**\n * 绘制连续的线段\n * 绘制长度为总长度percent的path,drawDirection为绘制的方向,也就是percent的方向\n * @param path\n * @param segPath\n * @param percent\n * @param drawDirection 绘制的方向,用于使用percent绘制\n * @param line 用于获取line相关属性\n */\nexport function drawSegments(\n path: IPath2D,\n segPath: ISegPath2D,\n percent: number,\n clipRangeByDimension: IClipRangeByDimensionType,\n params?: {\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n drawConnect?: boolean; // 是否是绘制connect区域的效果\n mode?: 'none' | 'connect' | 'zero';\n zeroX?: number;\n zeroY?: number;\n }\n) {\n const {\n offsetX = 0,\n offsetY = 0,\n offsetZ = 0,\n mode = 'none',\n drawConnect = false,\n zeroX = 0,\n zeroY = 0\n } = params || {};\n // none的connect不需要draw\n if (drawConnect && mode === 'none') {\n return;\n }\n if (!segPath) {\n return;\n }\n let needMoveTo: boolean = true;\n const { curves } = segPath;\n if (percent >= 1) {\n if (drawConnect) {\n // return;\n let defined0 = true;\n let lastCurve: ICurve<IPoint>;\n curves.forEach((curve, i) => {\n // step的逻辑\n let p0 = curve.p0;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n return;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n if (originP1 && originP1.defined !== false) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n lastCurve = curve;\n });\n } else {\n curves.forEach(curve => {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n return;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, 1, params);\n needMoveTo = false;\n });\n }\n\n return;\n }\n if (percent <= 0) {\n return;\n }\n\n let direction: IDirection | undefined;\n\n if (clipRangeByDimension === 'x') {\n direction = Direction.ROW;\n } else if (clipRangeByDimension === 'y') {\n direction = Direction.COLUMN;\n } else if (clipRangeByDimension === 'auto') {\n direction = segPath.direction;\n }\n\n // 整个线段的总长度\n const totalLength = segPath.tryUpdateLength(direction);\n // 总需要绘制的长度\n const totalDrawLength = percent * totalLength;\n // 直到上次绘制的长度\n let drawedLengthUntilLast = 0;\n let defined0 = true;\n let lastCurve: ICurve<IPoint> = null;\n for (let i = 0, n = curves.length; i < n; i++) {\n const curve = curves[i];\n const curCurveLength = curve.getLength(direction);\n const _p = (totalDrawLength - drawedLengthUntilLast) / curCurveLength;\n drawedLengthUntilLast += curCurveLength;\n if (_p < 0) {\n break;\n }\n\n if (drawConnect) {\n // step的逻辑\n let p0 = curve.p0;\n if (curve.originP1 === curve.originP2) {\n lastCurve = curve;\n continue;\n }\n if (lastCurve && lastCurve.originP1 === lastCurve.originP2) {\n p0 = lastCurve.p0;\n }\n if (curve.defined) {\n // 非法变合法需要lineTo,合法变非法需要moveTo,初始非法需要moveTo\n if (!defined0) {\n path.lineTo(p0.x + offsetX, p0.y + offsetY, offsetZ);\n defined0 = !defined0;\n }\n } else {\n // 找到合法的点\n const { originP1, originP2 } = curve;\n let validP: IPointLike;\n if (originP1 && originP1.defined !== false) {\n validP = p0;\n } else if (originP1 && originP2.defined !== false) {\n validP = curve.p3 ?? curve.p1;\n }\n // 合法/(初始)变非法,moveTo\n if (defined0) {\n defined0 = !defined0;\n const x = validP ? validP.x : curve.p0.x;\n const y = validP ? validP.y : curve.p0.y;\n path.moveTo(x + offsetX, y + offsetY, offsetZ);\n } else {\n // 非法变非法/合法,看情况要不要lineTo\n if (validP) {\n // 非法变合法,需要lineTo\n defined0 = !defined0;\n path.lineTo(validP.x + offsetX, validP.y + offsetY, offsetZ);\n }\n }\n }\n\n lastCurve = curve;\n } else {\n // 跳过这个点\n if (!curve.defined) {\n needMoveTo = true;\n continue;\n }\n if (needMoveTo) {\n path.moveTo(curve.p0.x + offsetX, curve.p0.y + offsetY, offsetZ);\n }\n drawSegItem(path, curve, min(_p, 1), params);\n needMoveTo = false;\n }\n }\n}\n\nexport function drawIncrementalSegments(\n path: IPath2D,\n lastSeg: ISegment,\n segments: ISegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const startP = lastSeg ? lastSeg.points[lastSeg.points.length - 1] : segments.points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n segments.points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n}\n\nexport function drawIncrementalAreaSegments(\n path: IPath2D,\n lastSeg: IAreaSegment,\n segments: IAreaSegment,\n params?: {\n offsetX?: number;\n offsetY?: number;\n }\n) {\n const { offsetX = 0, offsetY = 0 } = params || {};\n const { points } = segments;\n // 分段\n const definedPointsList: IPointLike[][] = [];\n let lastIdx = 0;\n for (let i = 0; i < points.length; i++) {\n if (points[i].defined === false) {\n if (lastIdx + 1 !== i) {\n definedPointsList.slice(lastIdx, i);\n }\n lastIdx = i;\n }\n }\n definedPointsList.length === 0;\n definedPointsList.push(points);\n definedPointsList.forEach((points, i) => {\n const startP = lastSeg && i === 0 ? lastSeg.points[lastSeg.points.length - 1] : points[0];\n path.moveTo(startP.x + offsetX, startP.y + offsetY);\n // 绘制上层\n points.forEach(p => {\n if (p.defined === false) {\n path.moveTo(p.x + offsetX, p.y + offsetY);\n return;\n }\n path.lineTo(p.x + offsetX, p.y + offsetY);\n });\n // 绘制下层\n for (let i = points.length - 1; i >= 0; i--) {\n const p = points[i];\n path.lineTo(p.x1 ?? p.x, p.y1 ?? p.y);\n }\n path.lineTo(startP.x1 ?? startP.x, startP.y1 ?? startP.y);\n path.closePath();\n });\n}\n\n/**\n * 绘制某个segment\n * @param ctx\n * @param seg\n * @param t 绘制这个segment的比例,t > 0从start到end,t < 0从end到start\n */\nfunction drawSegItem(\n ctx: IPath2D,\n curve: ICurve<IPoint>,\n endPercent: number,\n params?: {\n startLenPercent?: number;\n endLenPercent?: number;\n start?: number;\n offsetX?: number;\n offsetY?: number;\n offsetZ?: number;\n }\n) {\n if (!curve.p1) {\n return;\n }\n const { offsetX = 0, offsetY = 0, offsetZ = 0 } = params || {};\n\n // 完全绘制\n if (endPercent === 1) {\n if (curve.p2 && curve.p3) {\n ctx.bezierCurveTo(\n offsetX + curve.p1.x,\n offsetY + curve.p1.y,\n offsetX + curve.p2.x,\n offsetY + curve.p2.y,\n offsetX + curve.p3.x,\n offsetY + curve.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n ctx.lineTo(offsetX + curve.p1.x, offsetY + curve.p1.y, offsetZ);\n }\n } else {\n // 绘制一部分\n if (curve.p2 && curve.p3) {\n const [curve1] = divideCubic(curve as ICubicBezierCurve, endPercent);\n ctx.bezierCurveTo(\n offsetX + curve1.p1.x,\n offsetY + curve1.p1.y,\n offsetX + curve1.p2.x,\n offsetY + curve1.p2.y,\n offsetX + curve1.p3.x,\n offsetY + curve1.p3.y,\n offsetZ\n );\n } else {\n // linear的线段\n const p = curve.getPointAt(endPercent);\n ctx.lineTo(offsetX + p.x, offsetY + p.y, offsetZ);\n }\n }\n}\n"]}
@@ -1,10 +1,12 @@
1
- import { IPoint } from '@visactor/vutils';
1
+ import type { IPoint, IPointLike } from '@visactor/vutils';
2
2
  import type { ICurve, ICurveType, IDirection, ILineCurve, ISegPath2D } from '../interface';
3
3
  export declare class SegContext implements ISegPath2D {
4
4
  private _lastX;
5
5
  private _lastY;
6
6
  private _startX;
7
7
  private _startY;
8
+ private _lastOriginP?;
9
+ private _startOriginP?;
8
10
  get endX(): number;
9
11
  get endY(): number;
10
12
  curves: ICurve<IPoint>[];
@@ -13,22 +15,22 @@ export declare class SegContext implements ISegPath2D {
13
15
  length: number;
14
16
  constructor(curveType: ICurveType, direction: IDirection);
15
17
  init(curveType: ICurveType, direction: IDirection): void;
16
- bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, defined: boolean): void;
18
+ bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, defined: boolean, p: IPointLike): void;
17
19
  closePath(): void;
18
20
  ellipse(): void;
19
- lineTo(x: number, y: number, defined: boolean): void;
20
- moveTo(x: number, y: number): ISegPath2D;
21
+ lineTo(x: number, y: number, defined: boolean, p: IPointLike): void;
22
+ moveTo(x: number, y: number, p: IPointLike): ISegPath2D;
21
23
  quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void;
22
24
  clear(): void;
23
25
  tryUpdateLength(direction?: IDirection): number;
24
- protected addLinearCurve(x: number, y: number, defined: boolean): ILineCurve;
26
+ protected addLinearCurve(x: number, y: number, defined: boolean, p1: IPointLike, p2: IPointLike): ILineCurve;
25
27
  getPointAt(t: number): IPoint;
26
28
  getCurveLengths(): number[];
27
29
  getLength(direction?: IDirection): number;
28
30
  }
29
31
  export declare class ReflectSegContext extends SegContext {
30
- bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, defined: boolean): void;
31
- lineTo(x: number, y: number, defined: boolean): void;
32
- moveTo(x: number, y: number): ISegPath2D;
32
+ bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, defined: boolean, p: IPointLike): void;
33
+ lineTo(x: number, y: number, defined: boolean, p: IPointLike): void;
34
+ moveTo(x: number, y: number, p: IPointLike): ISegPath2D;
33
35
  clear(): void;
34
36
  }
@@ -20,24 +20,26 @@ class SegContext {
20
20
  this._lastX = this._lastY = this._startX = this._startY = 0, this.curveType = curveType,
21
21
  this.direction = direction, this.curves = [];
22
22
  }
23
- bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y, defined) {
23
+ bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y, defined, p) {
24
24
  const curve = new cubic_bezier_1.CubicBezierCurve(new vutils_1.Point(this._lastX, this._lastY), new vutils_1.Point(cp1x, cp1y), new vutils_1.Point(cp2x, cp2y), new vutils_1.Point(x, y));
25
- curve.defined = defined, this.curves.push(curve), this._lastX = x, this._lastY = y;
25
+ curve.originP1 = this._lastOriginP, curve.originP2 = p, curve.defined = defined,
26
+ this.curves.push(curve), this._lastX = x, this._lastY = y, this._lastOriginP = p;
26
27
  }
27
28
  closePath() {
28
29
  if (this.curves.length < 2) return;
29
30
  const lastCurve = this.curves[this.curves.length - 1];
30
- this.lineTo(this._startX, this._startY, lastCurve.defined);
31
+ this.lineTo(this._startX, this._startY, lastCurve.defined, this._startOriginP);
31
32
  }
32
33
  ellipse() {
33
34
  throw new Error("SegContext不支持调用ellipse");
34
35
  }
35
- lineTo(x, y, defined) {
36
- const curve = this.addLinearCurve(x, y, defined);
37
- this.curves.push(curve), this._lastX = x, this._lastY = y;
36
+ lineTo(x, y, defined, p) {
37
+ const curve = this.addLinearCurve(x, y, defined, this._lastOriginP, p);
38
+ this.curves.push(curve), this._lastX = x, this._lastY = y, this._lastOriginP = p;
38
39
  }
39
- moveTo(x, y) {
40
- return this._lastX = this._startX = x, this._lastY = this._startY = y, this;
40
+ moveTo(x, y, p) {
41
+ return this._lastX = this._startX = x, this._lastY = this._startY = y, this._lastOriginP = p,
42
+ this._startOriginP = p, this;
41
43
  }
42
44
  quadraticCurveTo(cpx, cpy, x, y) {
43
45
  throw new Error("SegContext不支持调用quadraticCurveTo");
@@ -48,9 +50,9 @@ class SegContext {
48
50
  tryUpdateLength(direction) {
49
51
  return this.getLength(direction);
50
52
  }
51
- addLinearCurve(x, y, defined) {
53
+ addLinearCurve(x, y, defined, p1, p2) {
52
54
  const curve = new line_1.LineCurve(new vutils_1.Point(this._lastX, this._lastY), new vutils_1.Point(x, y));
53
- return curve.defined = defined, curve;
55
+ return curve.originP1 = p1, curve.originP2 = p2, curve.defined = defined, curve;
54
56
  }
55
57
  getPointAt(t) {
56
58
  throw new Error("暂未实现");
@@ -59,15 +61,16 @@ class SegContext {
59
61
  return [];
60
62
  }
61
63
  getLength(direction) {
64
+ var _a, _b;
62
65
  if (direction === enums_1.Direction.COLUMN) {
63
66
  if (!this.curves.length) return 0;
64
- const sc = this.curves[0], ec = this.curves[this.curves.length - 1];
65
- return (0, vutils_1.abs)(sc.p0.y - ec.p1.y);
67
+ const sc = this.curves[0], ec = this.curves[this.curves.length - 1], endP = null !== (_a = ec.p3) && void 0 !== _a ? _a : ec.p1;
68
+ return (0, vutils_1.abs)(sc.p0.y - endP.y);
66
69
  }
67
70
  if (direction === enums_1.Direction.ROW) {
68
71
  if (!this.curves.length) return 0;
69
- const sc = this.curves[0], ec = this.curves[this.curves.length - 1];
70
- return (0, vutils_1.abs)(sc.p0.x - ec.p1.x);
72
+ const sc = this.curves[0], ec = this.curves[this.curves.length - 1], endP = null !== (_b = ec.p3) && void 0 !== _b ? _b : ec.p1;
73
+ return (0, vutils_1.abs)(sc.p0.x - endP.x);
71
74
  }
72
75
  return Number.isFinite(this.length) || (this.length = this.curves.reduce(((l, c) => l + c.getLength()), 0)),
73
76
  this.length;
@@ -77,14 +80,14 @@ class SegContext {
77
80
  exports.SegContext = SegContext;
78
81
 
79
82
  class ReflectSegContext extends SegContext {
80
- bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y, defined) {
81
- return super.bezierCurveTo(cp1y, cp1x, cp2y, cp2x, y, x, defined);
83
+ bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y, defined, p) {
84
+ return super.bezierCurveTo(cp1y, cp1x, cp2y, cp2x, y, x, defined, p);
82
85
  }
83
- lineTo(x, y, defined) {
84
- return super.lineTo(y, x, defined);
86
+ lineTo(x, y, defined, p) {
87
+ return super.lineTo(y, x, defined, p);
85
88
  }
86
- moveTo(x, y) {
87
- return super.moveTo(y, x);
89
+ moveTo(x, y, p) {
90
+ return super.moveTo(y, x, p);
88
91
  }
89
92
  clear() {
90
93
  return super.clear();
@@ -1 +1 @@
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IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n/**\n * 缓存segment的context\n */\nexport class SegContext implements ISegPath2D {\n private _lastX: number;\n private _lastY: number;\n private _startX: number;\n private _startY: number;\n\n get endX(): number {\n return this._lastX;\n }\n get endY(): number {\n return this._lastY;\n }\n\n curves: ICurve<IPoint>[];\n direction: IDirection;\n curveType: ICurveType;\n length: number;\n\n constructor(curveType: ICurveType, direction: IDirection) {\n this.init(curveType, direction);\n }\n\n init(curveType: ICurveType, direction: IDirection) {\n this._lastX = this._lastY = this._startX = this._startY = 0;\n this.curveType = curveType;\n this.direction = direction;\n this.curves = [];\n }\n // @ts-ignore\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, defined: boolean): void {\n const curve: ICubicBezierCurve = new CubicBezierCurve(\n new Point(this._lastX, this._lastY),\n new Point(cp1x, cp1y),\n new Point(cp2x, cp2y),\n new Point(x, y)\n );\n curve.defined = defined;\n this.curves.push(curve);\n this._lastX = x;\n this._lastY = y;\n }\n closePath(): void {\n if (this.curves.length < 2) {\n return;\n }\n const lastCurve = this.curves[this.curves.length - 1];\n this.lineTo(this._startX, this._startY, lastCurve.defined);\n }\n // @ts-ignore\n ellipse(): void {\n throw new Error('SegContext不支持调用ellipse');\n }\n lineTo(x: number, y: number, defined: boolean): void {\n const curve = this.addLinearCurve(x, y, defined);\n this.curves.push(curve);\n this._lastX = x;\n this._lastY = y;\n }\n moveTo(x: number, y: number): ISegPath2D {\n this._lastX = this._startX = x;\n this._lastY = this._startY = y;\n return this;\n }\n // @ts-ignore\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void {\n throw new Error('SegContext不支持调用quadraticCurveTo');\n }\n\n clear() {\n this.curves = [];\n this.length = NaN;\n }\n\n tryUpdateLength(direction?: IDirection): number {\n return this.getLength(direction);\n }\n\n // linear\n protected addLinearCurve(x: number, y: number, defined: boolean): ILineCurve {\n const curve = new LineCurve(new Point(this._lastX, this._lastY), new Point(x, y));\n curve.defined = defined;\n return curve;\n }\n\n getPointAt(t: number): IPoint {\n throw new Error('暂未实现');\n }\n getCurveLengths(): number[] {\n return [];\n }\n getLength(direction?: IDirection): number {\n if (direction === Direction.COLUMN) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n return abs(sc.p0.y - ec.p1.y);\n } else if (direction === Direction.ROW) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n return abs(sc.p0.x - ec.p1.x);\n }\n if (Number.isFinite(this.length)) {\n return this.length;\n }\n this.length = this.curves.reduce((l, c) => l + c.getLength(), 0);\n return this.length;\n }\n}\n\n/**\n * 用于monotoneY等类型的segment\n */\nexport class ReflectSegContext extends SegContext {\n // @ts-ignore\n bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, defined: boolean): void {\n return super.bezierCurveTo(cp1y, cp1x, cp2y, cp2x, y, x, defined);\n }\n lineTo(x: number, y: number, defined: boolean): void {\n return super.lineTo(y, x, defined);\n }\n moveTo(x: number, y: number): ISegPath2D {\n return super.moveTo(y, x);\n }\n clear() {\n return super.clear();\n }\n}\n\n// export class ReflectContextWrap implements IPath {\n// ctx: IPath;\n// constructor(path: IPath) {\n// this.ctx = path;\n// }\n\n// // @ts-ignore\n// arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, counterclockwise?: boolean): void {\n// return this.ctx.arc(y, x, radius, startAngle, endAngle, counterclockwise);\n// }\n// // @ts-ignore\n// arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void {\n// return this.ctx.arcTo(y1, x1, y2, x2, radius);\n// }\n// // @ts-ignore\n// bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number): void {\n// return this.ctx.bezierCurveTo(cp1y, cp1x, cp2y, cp2x, y, x);\n// }\n// closePath(): void {\n// return this.ctx.closePath();\n// }\n// // @ts-ignore\n// ellipse(\n// x: number,\n// y: number,\n// radiusX: number,\n// radiusY: number,\n// rotation: number,\n// startAngle: number,\n// endAngle: number,\n// counterclockwise?: boolean\n// ): void {\n// return this.ctx.ellipse(y, x, radiusY, radiusX, rotation, startAngle, endAngle, counterclockwise);\n// }\n// lineTo(x: number, y: number): void {\n// return this.ctx.lineTo(y, x);\n// }\n// moveTo(x: number, y: number): void {\n// return this.ctx.moveTo(y, x);\n// }\n// // @ts-ignore\n// quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void {\n// return this.ctx.quadraticCurveTo(cpy, cpx, y, x);\n// }\n// // @ts-ignore\n// rect(x: number, y: number, w: number, h: number): void {\n// return this.rect(y, x, w, h);\n// }\n// }\n"]}
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type { IPoint, IPointLike } from '@visactor/vutils';\nimport { abs, Point } from '@visactor/vutils';\nimport type { ICubicBezierCurve, ICurve, ICurveType, IDirection, ILineCurve, ISegPath2D } from '../interface';\nimport { Direction } from './enums';\nimport { CubicBezierCurve } from './segment/curve/cubic-bezier';\nimport { LineCurve } from './segment/curve/line';\n\n/**\n * 部分逻辑参考d3-shape:https://github.com/d3/d3-shape/blob/8ec82658454750cfa29efb1e0ea514e3dd9b2297/src/curve/monotone.js\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n/**\n * 缓存segment的context\n */\nexport class SegContext implements ISegPath2D {\n private _lastX: number;\n private _lastY: number;\n private _startX: number;\n private _startY: number;\n private _lastOriginP?: IPointLike;\n private _startOriginP?: IPointLike;\n\n get endX(): number {\n return this._lastX;\n }\n get endY(): number {\n return this._lastY;\n }\n\n curves: ICurve<IPoint>[];\n direction: IDirection;\n curveType: ICurveType;\n length: number;\n\n constructor(curveType: ICurveType, direction: IDirection) {\n this.init(curveType, direction);\n }\n\n init(curveType: ICurveType, direction: IDirection) {\n this._lastX = this._lastY = this._startX = this._startY = 0;\n this.curveType = curveType;\n this.direction = direction;\n this.curves = [];\n }\n // @ts-ignore\n bezierCurveTo(\n cp1x: number,\n cp1y: number,\n cp2x: number,\n cp2y: number,\n x: number,\n y: number,\n defined: boolean,\n p: IPointLike\n ): void {\n const curve: ICubicBezierCurve = new CubicBezierCurve(\n new Point(this._lastX, this._lastY),\n new Point(cp1x, cp1y),\n new Point(cp2x, cp2y),\n new Point(x, y)\n );\n curve.originP1 = this._lastOriginP;\n curve.originP2 = p;\n curve.defined = defined;\n this.curves.push(curve);\n this._lastX = x;\n this._lastY = y;\n this._lastOriginP = p;\n }\n closePath(): void {\n if (this.curves.length < 2) {\n return;\n }\n const lastCurve = this.curves[this.curves.length - 1];\n this.lineTo(this._startX, this._startY, lastCurve.defined, this._startOriginP);\n }\n // @ts-ignore\n ellipse(): void {\n throw new Error('SegContext不支持调用ellipse');\n }\n lineTo(x: number, y: number, defined: boolean, p: IPointLike): void {\n const curve = this.addLinearCurve(x, y, defined, this._lastOriginP, p);\n this.curves.push(curve);\n this._lastX = x;\n this._lastY = y;\n this._lastOriginP = p;\n }\n moveTo(x: number, y: number, p: IPointLike): ISegPath2D {\n this._lastX = this._startX = x;\n this._lastY = this._startY = y;\n this._lastOriginP = p;\n this._startOriginP = p;\n return this;\n }\n // @ts-ignore\n quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void {\n throw new Error('SegContext不支持调用quadraticCurveTo');\n }\n\n clear() {\n this.curves = [];\n this.length = NaN;\n }\n\n tryUpdateLength(direction?: IDirection): number {\n return this.getLength(direction);\n }\n\n // linear\n protected addLinearCurve(x: number, y: number, defined: boolean, p1: IPointLike, p2: IPointLike): ILineCurve {\n const curve = new LineCurve(new Point(this._lastX, this._lastY), new Point(x, y));\n curve.originP1 = p1;\n curve.originP2 = p2;\n curve.defined = defined;\n return curve;\n }\n\n getPointAt(t: number): IPoint {\n throw new Error('暂未实现');\n }\n getCurveLengths(): number[] {\n return [];\n }\n getLength(direction?: IDirection): number {\n if (direction === Direction.COLUMN) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n const endP = ec.p3 ?? ec.p1;\n return abs(sc.p0.y - endP.y);\n } else if (direction === Direction.ROW) {\n if (!this.curves.length) {\n return 0;\n }\n const sc = this.curves[0];\n const ec = this.curves[this.curves.length - 1];\n const endP = ec.p3 ?? ec.p1;\n return abs(sc.p0.x - endP.x);\n }\n if (Number.isFinite(this.length)) {\n return this.length;\n }\n this.length = this.curves.reduce((l, c) => l + c.getLength(), 0);\n return this.length;\n }\n}\n\n/**\n * 用于monotoneY等类型的segment\n */\nexport class ReflectSegContext extends SegContext {\n // @ts-ignore\n bezierCurveTo(\n cp1x: number,\n cp1y: number,\n cp2x: number,\n cp2y: number,\n x: number,\n y: number,\n defined: boolean,\n p: IPointLike\n ): void {\n return super.bezierCurveTo(cp1y, cp1x, cp2y, cp2x, y, x, defined, p);\n }\n lineTo(x: number, y: number, defined: boolean, p: IPointLike): void {\n return super.lineTo(y, x, defined, p);\n }\n moveTo(x: number, y: number, p: IPointLike): ISegPath2D {\n return super.moveTo(y, x, p);\n }\n clear() {\n return super.clear();\n }\n}\n\n// export class ReflectContextWrap implements IPath {\n// ctx: IPath;\n// constructor(path: IPath) {\n// this.ctx = path;\n// }\n\n// // @ts-ignore\n// arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, counterclockwise?: boolean): void {\n// return this.ctx.arc(y, x, radius, startAngle, endAngle, counterclockwise);\n// }\n// // @ts-ignore\n// arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): void {\n// return this.ctx.arcTo(y1, x1, y2, x2, radius);\n// }\n// // @ts-ignore\n// bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number): void {\n// return this.ctx.bezierCurveTo(cp1y, cp1x, cp2y, cp2x, y, x);\n// }\n// closePath(): void {\n// return this.ctx.closePath();\n// }\n// // @ts-ignore\n// ellipse(\n// x: number,\n// y: number,\n// radiusX: number,\n// radiusY: number,\n// rotation: number,\n// startAngle: number,\n// endAngle: number,\n// counterclockwise?: boolean\n// ): void {\n// return this.ctx.ellipse(y, x, radiusY, radiusX, rotation, startAngle, endAngle, counterclockwise);\n// }\n// lineTo(x: number, y: number): void {\n// return this.ctx.lineTo(y, x);\n// }\n// moveTo(x: number, y: number): void {\n// return this.ctx.moveTo(y, x);\n// }\n// // @ts-ignore\n// quadraticCurveTo(cpx: number, cpy: number, x: number, y: number): void {\n// return this.ctx.quadraticCurveTo(cpy, cpx, y, x);\n// }\n// // @ts-ignore\n// rect(x: number, y: number, w: number, h: number): void {\n// return this.rect(y, x, w, h);\n// }\n// }\n"]}
@@ -1,11 +1,13 @@
1
- import { IPointLike } from '@visactor/vutils';
2
- import { ICurvedSegment, IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';
3
- export declare function point(curveClass: Basis, x: number, y: number, defined: boolean): void;
1
+ import type { IPointLike } from '@visactor/vutils';
2
+ import type { ICurvedSegment, IGenSegmentParams, ILinearSegment, ISegPath2D } from '../../interface/curve';
3
+ export declare function point(curveClass: Basis, x: number, y: number, defined: boolean, p: IPointLike): void;
4
4
  export declare class Basis implements ICurvedSegment {
5
5
  private _lastDefined1?;
6
6
  private _lastDefined2?;
7
7
  context: ISegPath2D;
8
8
  protected startPoint?: IPointLike;
9
+ lastPoint0?: IPointLike;
10
+ lastPoint1?: IPointLike;
9
11
  constructor(context: ISegPath2D, startPoint?: IPointLike);
10
12
  _x: number;
11
13
  _y: number;