@visactor/vrender 0.14.6 → 0.14.7
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.
- package/cjs/allocator/allocator-modules.js.map +1 -1
- package/cjs/allocator/canvas-allocate.js.map +1 -1
- package/cjs/allocator/constants.js.map +1 -1
- package/cjs/allocator/graphic-allocate.js.map +1 -1
- package/cjs/allocator/matrix-allocate.js.map +1 -1
- package/cjs/allocator/point-allocate.js.map +1 -1
- package/cjs/animate/Ticker/default-ticker.js.map +1 -1
- package/cjs/animate/Ticker/index.js.map +1 -1
- package/cjs/animate/animate.js.map +1 -1
- package/cjs/animate/config.js.map +1 -1
- package/cjs/animate/custom-animate.js.map +1 -1
- package/cjs/animate/default-ticker.js.map +1 -1
- package/cjs/animate/easing.js.map +1 -1
- package/cjs/animate/index.js.map +1 -1
- package/cjs/animate/morphing.js.map +1 -1
- package/cjs/animate/timeline.js.map +1 -1
- package/cjs/application.js.map +1 -1
- package/cjs/canvas/constants.js.map +1 -1
- package/cjs/canvas/contributions/browser/canvas.js.map +1 -1
- package/cjs/canvas/contributions/browser/conical-gradient.js.map +1 -1
- package/cjs/canvas/contributions/browser/context.js.map +1 -1
- package/cjs/canvas/contributions/browser/index.js.map +1 -1
- package/cjs/canvas/contributions/browser/modules.js.map +1 -1
- package/cjs/canvas/contributions/feishu/canvas.js.map +1 -1
- package/cjs/canvas/contributions/feishu/context.js.map +1 -1
- package/cjs/canvas/contributions/feishu/index.js.map +1 -1
- package/cjs/canvas/contributions/feishu/modules.js.map +1 -1
- package/cjs/canvas/contributions/lynx/canvas.js.map +1 -1
- package/cjs/canvas/contributions/lynx/context.js.map +1 -1
- package/cjs/canvas/contributions/lynx/index.js.map +1 -1
- package/cjs/canvas/contributions/lynx/modules.js.map +1 -1
- package/cjs/canvas/contributions/modules.js.map +1 -1
- package/cjs/canvas/contributions/node/canvas.js.map +1 -1
- package/cjs/canvas/contributions/node/context.js.map +1 -1
- package/cjs/canvas/contributions/node/index.js.map +1 -1
- package/cjs/canvas/contributions/node/modules.js.map +1 -1
- package/cjs/canvas/contributions/taro/canvas.js.map +1 -1
- package/cjs/canvas/contributions/taro/context.js.map +1 -1
- package/cjs/canvas/contributions/taro/index.js.map +1 -1
- package/cjs/canvas/contributions/taro/modules.js.map +1 -1
- package/cjs/canvas/contributions/tt/canvas.js.map +1 -1
- package/cjs/canvas/contributions/tt/context.js.map +1 -1
- package/cjs/canvas/contributions/tt/index.js.map +1 -1
- package/cjs/canvas/contributions/tt/modules.js.map +1 -1
- package/cjs/canvas/contributions/wx/canvas.js.map +1 -1
- package/cjs/canvas/contributions/wx/context.js.map +1 -1
- package/cjs/canvas/contributions/wx/index.js.map +1 -1
- package/cjs/canvas/contributions/wx/modules.js.map +1 -1
- package/cjs/canvas/empty-context.js.map +1 -1
- package/cjs/canvas/index.js.map +1 -1
- package/cjs/canvas/util.js.map +1 -1
- package/cjs/color-string/colorName.js.map +1 -1
- package/cjs/color-string/index.js.map +1 -1
- package/cjs/color-string/interpolate.js.map +1 -1
- package/cjs/common/bezier-utils.js.map +1 -1
- package/cjs/common/bounds-context.js.map +1 -1
- package/cjs/common/canvas-utils.js.map +1 -1
- package/cjs/common/contribution-provider.js.map +1 -1
- package/cjs/common/custom-path2d.js.map +1 -1
- package/cjs/common/enums.js.map +1 -1
- package/cjs/common/generator.js.map +1 -1
- package/cjs/common/matrix.js.map +1 -1
- package/cjs/common/morphing-utils.js.map +1 -1
- package/cjs/common/path-svg.js.map +1 -1
- package/cjs/common/polygon.js.map +1 -1
- package/cjs/common/render-area.js.map +1 -1
- package/cjs/common/render-command-list.js.map +1 -1
- package/cjs/common/render-curve.js.map +1 -1
- package/cjs/common/seg-context.js.map +1 -1
- package/cjs/common/segment/basis.js.map +1 -1
- package/cjs/common/segment/common.js.map +1 -1
- package/cjs/common/segment/curve/arc.js.map +1 -1
- package/cjs/common/segment/curve/base.js.map +1 -1
- package/cjs/common/segment/curve/cubic-bezier.js.map +1 -1
- package/cjs/common/segment/curve/curve-context.js.map +1 -1
- package/cjs/common/segment/curve/ellipse.js.map +1 -1
- package/cjs/common/segment/curve/line.js.map +1 -1
- package/cjs/common/segment/curve/move.js.map +1 -1
- package/cjs/common/segment/curve/path.js.map +1 -1
- package/cjs/common/segment/curve/quadratic-bezier.js.map +1 -1
- package/cjs/common/segment/index.js.map +1 -1
- package/cjs/common/segment/linear-closed.js.map +1 -1
- package/cjs/common/segment/linear.js.map +1 -1
- package/cjs/common/segment/monotone.js.map +1 -1
- package/cjs/common/segment/step.js.map +1 -1
- package/cjs/common/shape/arc.js.map +1 -1
- package/cjs/common/shape/rect.js.map +1 -1
- package/cjs/common/sort.js.map +1 -1
- package/cjs/common/split-path.js.map +1 -1
- package/cjs/common/store.js.map +1 -1
- package/cjs/common/text.js.map +1 -1
- package/cjs/common/utils.js.map +1 -1
- package/cjs/constants.js.map +1 -1
- package/cjs/container.js.map +1 -1
- package/cjs/core/application.js.map +1 -1
- package/cjs/core/camera.js.map +1 -1
- package/cjs/core/constants.js.map +1 -1
- package/cjs/core/contributions/env/base-contribution.js.map +1 -1
- package/cjs/core/contributions/env/browser-contribution.js.map +1 -1
- package/cjs/core/contributions/env/feishu-contribution.js.map +1 -1
- package/cjs/core/contributions/env/lynx-contribution.js.map +1 -1
- package/cjs/core/contributions/env/modules.js.map +1 -1
- package/cjs/core/contributions/env/node-contribution.js.map +1 -1
- package/cjs/core/contributions/env/taro-contribution.js.map +1 -1
- package/cjs/core/contributions/env/wx-contribution.js.map +1 -1
- package/cjs/core/contributions/index.js.map +1 -1
- package/cjs/core/contributions/layerHandler/canvas2d-contribution.js.map +1 -1
- package/cjs/core/contributions/layerHandler/modules.js.map +1 -1
- package/cjs/core/contributions/layerHandler/offscreen2d-contribution.js.map +1 -1
- package/cjs/core/contributions/modules.js.map +1 -1
- package/cjs/core/contributions/textMeasure/AtextMeasure.js.map +1 -1
- package/cjs/core/contributions/textMeasure/layout.js.map +1 -1
- package/cjs/core/contributions/textMeasure/modules.js.map +1 -1
- package/cjs/core/contributions/textMeasure/textMeasure-contribution.js.map +1 -1
- package/cjs/core/contributions/window/base-contribution.js.map +1 -1
- package/cjs/core/contributions/window/browser-contribution.js.map +1 -1
- package/cjs/core/contributions/window/feishu-contribution.js.map +1 -1
- package/cjs/core/contributions/window/lynx-contribution.js.map +1 -1
- package/cjs/core/contributions/window/modules.js.map +1 -1
- package/cjs/core/contributions/window/native-contribution.js.map +1 -1
- package/cjs/core/contributions/window/node-contribution.js.map +1 -1
- package/cjs/core/contributions/window/taro-contribution.js.map +1 -1
- package/cjs/core/contributions/window/wx-contribution.js.map +1 -1
- package/cjs/core/core-modules.js.map +1 -1
- package/cjs/core/global-module.js.map +1 -1
- package/cjs/core/global.js.map +1 -1
- package/cjs/core/graphic-utils.js.map +1 -1
- package/cjs/core/index.js.map +1 -1
- package/cjs/core/layer-service.js.map +1 -1
- package/cjs/core/layer.js.map +1 -1
- package/cjs/core/light.js.map +1 -1
- package/cjs/core/stage.js.map +1 -1
- package/cjs/core/window.js.map +1 -1
- package/cjs/create.js.map +1 -1
- package/cjs/event/constant.js.map +1 -1
- package/cjs/event/event-manager.js.map +1 -1
- package/cjs/event/event-system.js.map +1 -1
- package/cjs/event/event-target.js.map +1 -1
- package/cjs/event/extension/drag.js.map +1 -1
- package/cjs/event/extension/gesture.js.map +1 -1
- package/cjs/event/extension/index.js.map +1 -1
- package/cjs/event/federated-event/base-event.js.map +1 -1
- package/cjs/event/federated-event/custom-event.js.map +1 -1
- package/cjs/event/federated-event/index.js.map +1 -1
- package/cjs/event/federated-event/mouse-event.js.map +1 -1
- package/cjs/event/federated-event/pointer-event.js.map +1 -1
- package/cjs/event/federated-event/wheel-event.js.map +1 -1
- package/cjs/event/index.js.map +1 -1
- package/cjs/event/util.js.map +1 -1
- package/cjs/export.js.map +1 -1
- package/cjs/graphic/arc.js.map +1 -1
- package/cjs/graphic/arc3d.js.map +1 -1
- package/cjs/graphic/area.js.map +1 -1
- package/cjs/graphic/bounds.js.map +1 -1
- package/cjs/graphic/builtin-symbol/arrow.js.map +1 -1
- package/cjs/graphic/builtin-symbol/arrow2-left.js.map +1 -1
- package/cjs/graphic/builtin-symbol/arrow2-right.js.map +1 -1
- package/cjs/graphic/builtin-symbol/circle.js.map +1 -1
- package/cjs/graphic/builtin-symbol/cross.js.map +1 -1
- package/cjs/graphic/builtin-symbol/diamond.js.map +1 -1
- package/cjs/graphic/builtin-symbol/index.js.map +1 -1
- package/cjs/graphic/builtin-symbol/rect.js.map +1 -1
- package/cjs/graphic/builtin-symbol/square.js.map +1 -1
- package/cjs/graphic/builtin-symbol/star.js.map +1 -1
- package/cjs/graphic/builtin-symbol/stroke.js.map +1 -1
- package/cjs/graphic/builtin-symbol/thin-triangle.js.map +1 -1
- package/cjs/graphic/builtin-symbol/triangle-down.js.map +1 -1
- package/cjs/graphic/builtin-symbol/triangle-left.js.map +1 -1
- package/cjs/graphic/builtin-symbol/triangle-right.js.map +1 -1
- package/cjs/graphic/builtin-symbol/triangle-up.js.map +1 -1
- package/cjs/graphic/builtin-symbol/triangle.js.map +1 -1
- package/cjs/graphic/builtin-symbol/utils.js.map +1 -1
- package/cjs/graphic/builtin-symbol/wedge.js.map +1 -1
- package/cjs/graphic/builtin-symbol/wye.js.map +1 -1
- package/cjs/graphic/circle.js.map +1 -1
- package/cjs/graphic/config.js.map +1 -1
- package/cjs/graphic/constants.js.map +1 -1
- package/cjs/graphic/glyph.js.map +1 -1
- package/cjs/graphic/graphic-creator.js.map +1 -1
- package/cjs/graphic/graphic-service/arc-contribution.js.map +1 -1
- package/cjs/graphic/graphic-service/area-contribution.js.map +1 -1
- package/cjs/graphic/graphic-service/circle-contribution.js.map +1 -1
- package/cjs/graphic/graphic-service/common-contribution.js.map +1 -1
- package/cjs/graphic/graphic-service/default-theme.js.map +1 -1
- package/cjs/graphic/graphic-service/graphic-module.js.map +1 -1
- package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
- package/cjs/graphic/graphic-service/path-contribution.js.map +1 -1
- package/cjs/graphic/graphic-service/rect-contribution.js.map +1 -1
- package/cjs/graphic/graphic-service/symbol-contribution.js.map +1 -1
- package/cjs/graphic/graphic.js.map +1 -1
- package/cjs/graphic/group.js.map +1 -1
- package/cjs/graphic/image.js.map +1 -1
- package/cjs/graphic/index.js.map +1 -1
- package/cjs/graphic/line.js.map +1 -1
- package/cjs/graphic/node-tree.js.map +1 -1
- package/cjs/graphic/path.js.map +1 -1
- package/cjs/graphic/polygon.js.map +1 -1
- package/cjs/graphic/pyramid3d.js.map +1 -1
- package/cjs/graphic/rect.js.map +1 -1
- package/cjs/graphic/rect3d.js.map +1 -1
- package/cjs/graphic/richtext/frame.js.map +1 -1
- package/cjs/graphic/richtext/icon.js.map +1 -1
- package/cjs/graphic/richtext/line.js.map +1 -1
- package/cjs/graphic/richtext/paragraph.js.map +1 -1
- package/cjs/graphic/richtext/utils.js.map +1 -1
- package/cjs/graphic/richtext/wrapper.js.map +1 -1
- package/cjs/graphic/richtext.js.map +1 -1
- package/cjs/graphic/shadow-root.js.map +1 -1
- package/cjs/graphic/symbol.js.map +1 -1
- package/cjs/graphic/text.js.map +1 -1
- package/cjs/graphic/theme.js.map +1 -1
- package/cjs/graphic/tools.js.map +1 -1
- package/cjs/graphic/wrap-text.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/interface/allocator.js.map +1 -1
- package/cjs/interface/animate.js.map +1 -1
- package/cjs/interface/camera.js.map +1 -1
- package/cjs/interface/canvas.js.map +1 -1
- package/cjs/interface/color.js.map +1 -1
- package/cjs/interface/common.js.map +1 -1
- package/cjs/interface/context.js.map +1 -1
- package/cjs/interface/contribution.js.map +1 -1
- package/cjs/interface/core.js.map +1 -1
- package/cjs/interface/creator.js.map +1 -1
- package/cjs/interface/curve.js.map +1 -1
- package/cjs/interface/event.js.map +1 -1
- package/cjs/interface/global.js.map +1 -1
- package/cjs/interface/graphic/arc.js.map +1 -1
- package/cjs/interface/graphic/arc3d.js.map +1 -1
- package/cjs/interface/graphic/area.js.map +1 -1
- package/cjs/interface/graphic/bounds.js.map +1 -1
- package/cjs/interface/graphic/circle.js.map +1 -1
- package/cjs/interface/graphic/creator.js.map +1 -1
- package/cjs/interface/graphic/dynamic-path.js.map +1 -1
- package/cjs/interface/graphic/ellipse.js.map +1 -1
- package/cjs/interface/graphic/face3d.js.map +1 -1
- package/cjs/interface/graphic/glyph.js.map +1 -1
- package/cjs/interface/graphic/group.js.map +1 -1
- package/cjs/interface/graphic/image.js.map +1 -1
- package/cjs/interface/graphic/index.js.map +1 -1
- package/cjs/interface/graphic/isogon.js.map +1 -1
- package/cjs/interface/graphic/line.js.map +1 -1
- package/cjs/interface/graphic/path.js.map +1 -1
- package/cjs/interface/graphic/polygon.js.map +1 -1
- package/cjs/interface/graphic/polyline.js.map +1 -1
- package/cjs/interface/graphic/pyramid3d.js.map +1 -1
- package/cjs/interface/graphic/rect.js.map +1 -1
- package/cjs/interface/graphic/rect3d.js.map +1 -1
- package/cjs/interface/graphic/richText.js.map +1 -1
- package/cjs/interface/graphic/shadow-root.js.map +1 -1
- package/cjs/interface/graphic/svg.js.map +1 -1
- package/cjs/interface/graphic/symbol.js.map +1 -1
- package/cjs/interface/graphic/text.js.map +1 -1
- package/cjs/interface/graphic/theme.js.map +1 -1
- package/cjs/interface/graphic/util.js.map +1 -1
- package/cjs/interface/graphic-service.js.map +1 -1
- package/cjs/interface/graphic-utils.js.map +1 -1
- package/cjs/interface/graphic.js.map +1 -1
- package/cjs/interface/index.js.map +1 -1
- package/cjs/interface/layer.js.map +1 -1
- package/cjs/interface/light.js.map +1 -1
- package/cjs/interface/loader.js.map +1 -1
- package/cjs/interface/matrix.js.map +1 -1
- package/cjs/interface/node-tree.js.map +1 -1
- package/cjs/interface/path.js.map +1 -1
- package/cjs/interface/picker.js.map +1 -1
- package/cjs/interface/plugin.js.map +1 -1
- package/cjs/interface/render.js.map +1 -1
- package/cjs/interface/stage.js.map +1 -1
- package/cjs/interface/sync-hook.js.map +1 -1
- package/cjs/interface/text.js.map +1 -1
- package/cjs/interface/theme-service.js.map +1 -1
- package/cjs/interface/util.js.map +1 -1
- package/cjs/interface/window.js.map +1 -1
- package/cjs/kits/env.js.map +1 -1
- package/cjs/kits/index.js.map +1 -1
- package/cjs/modules.js.map +1 -1
- package/cjs/picker/canvas-picker-service.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/arc-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/arc3d-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/area-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/base-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/circle-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/glyph-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/image-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/line-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/module.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/path-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/polygon-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/pyramid3d-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/rect-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/rect3d-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/richtext-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/symbol-picker.js.map +1 -1
- package/cjs/picker/contributions/canvas-picker/text-picker.js.map +1 -1
- package/cjs/picker/contributions/constants.js.map +1 -1
- package/cjs/picker/contributions/math-picker/arc-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/area-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/circle-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/glyph-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/line-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/module.js.map +1 -1
- package/cjs/picker/contributions/math-picker/path-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/polygon-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/rect-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/symbol-picker.js.map +1 -1
- package/cjs/picker/contributions/math-picker/text-picker.js.map +1 -1
- package/cjs/picker/contributions/modules.js.map +1 -1
- package/cjs/picker/contributions/old/circle-picker.js.map +1 -1
- package/cjs/picker/contributions/old/rect-picker.js.map +1 -1
- package/cjs/picker/global-picker-service.js.map +1 -1
- package/cjs/picker/index.js.map +1 -1
- package/cjs/picker/math-picker-service.js.map +1 -1
- package/cjs/picker/pick-interceptor.js.map +1 -1
- package/cjs/picker/pick-modules.js.map +1 -1
- package/cjs/picker/picker-service.js.map +1 -1
- package/cjs/plugins/builtin-plugin/3dview-transform-plugin.js.map +1 -1
- package/cjs/plugins/builtin-plugin/auto-render-plugin.js.map +1 -1
- package/cjs/plugins/builtin-plugin/dirty-bounds-plugin.js.map +1 -1
- package/cjs/plugins/builtin-plugin/flex-layout-plugin.js.map +1 -1
- package/cjs/plugins/builtin-plugin/incremental-auto-render-plugin.js.map +1 -1
- package/cjs/plugins/builtin-plugin/poptip-plugin.js.map +1 -1
- package/cjs/plugins/constants.js.map +1 -1
- package/cjs/plugins/plugin-modules.js.map +1 -1
- package/cjs/plugins/plugin-service.js.map +1 -1
- package/cjs/render/contributions/modules.js.map +1 -1
- package/cjs/render/contributions/render/arc-render.js.map +1 -1
- package/cjs/render/contributions/render/arc3d-render.js.map +1 -1
- package/cjs/render/contributions/render/area-render.js.map +1 -1
- package/cjs/render/contributions/render/base-render.js.map +1 -1
- package/cjs/render/contributions/render/circle-render.js.map +1 -1
- package/cjs/render/contributions/render/clear-screen.js.map +1 -1
- package/cjs/render/contributions/render/contributions/arc-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/area-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/base-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/circle-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/constants.js.map +1 -1
- package/cjs/render/contributions/render/contributions/group-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/image-contribution-render.js.map +1 -1
- package/cjs/render/contributions/render/contributions/index.js.map +1 -1
- package/cjs/render/contributions/render/contributions/path-contribution-render.js.map +1 -1
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport { getAngleByPoint, IMatrix, isNumberClose, PointService } from '@visactor/vutils';\nimport { ICustomPath2D } from '../interface';\nimport { CustomPath2D } from './custom-path2d';\nimport { enumCommandMap } from './path-svg';\nimport { addArcToBezierPath } from './shape/arc';\n\nexport function cubicSubdivide(p0: number, p1: number, p2: number, p3: number, t: number, out: number[]) {\n const p01 = (p1 - p0) * t + p0;\n const p12 = (p2 - p1) * t + p1;\n const p23 = (p3 - p2) * t + p2;\n\n const p012 = (p12 - p01) * t + p01;\n const p123 = (p23 - p12) * t + p12;\n\n const p0123 = (p123 - p012) * t + p012;\n // Seg0\n out[0] = p0;\n out[1] = p01;\n out[2] = p012;\n out[3] = p0123;\n // Seg1\n out[4] = p0123;\n out[5] = p123;\n out[6] = p23;\n out[7] = p3;\n}\n\nexport function alignSubpath(subpath1: number[], subpath2: number[]): [number[], number[]] {\n const len1 = subpath1.length;\n const len2 = subpath2.length;\n if (len1 === len2) {\n return [subpath1, subpath2];\n }\n const tmpSegX: number[] = [];\n const tmpSegY: number[] = [];\n\n const shorterPath = len1 < len2 ? subpath1 : subpath2;\n const shorterLen = Math.min(len1, len2);\n // Should divide excatly\n const diff = Math.abs(len2 - len1) / 6;\n const shorterBezierCount = (shorterLen - 2) / 6;\n // Add `diff` number of beziers\n const eachCurveSubDivCount = Math.ceil(diff / shorterBezierCount);\n\n const newSubpath = [shorterPath[0], shorterPath[1]];\n let remained = diff;\n\n for (let i = 2; i < shorterLen; i += 6) {\n let x0 = shorterPath[i - 2];\n let y0 = shorterPath[i - 1];\n let x1 = shorterPath[i];\n let y1 = shorterPath[i + 1];\n let x2 = shorterPath[i + 2];\n let y2 = shorterPath[i + 3];\n const x3 = shorterPath[i + 4];\n 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[newSubpath, subpath2] : [subpath1, newSubpath];\n}\n\nfunction createSubpath(lastSubpath: number[], otherSubpath: number[]) {\n const prevSubPath = lastSubpath || otherSubpath;\n const len = prevSubPath.length;\n const lastX = prevSubPath[len - 2];\n const lastY = prevSubPath[len - 1];\n\n const newSubpath: number[] = [];\n for (let i = 0; i < otherSubpath.length; i += 2) {\n newSubpath[i] = lastX;\n newSubpath[i + 1] = lastY;\n }\n return newSubpath;\n}\n\nfunction reverseSubpath(array: number[]) {\n const newArr: number[] = [];\n const len = array.length;\n for (let i = 0; i < len; i += 2) {\n newArr[i] = array[len - i - 2];\n newArr[i + 1] = array[len - i - 1];\n }\n return newArr;\n}\n/**\n * 用于计算内部不相交的多边形中心点\n */\nexport function centroidOfSubpath(array: number[]) {\n // https://en.wikipedia.org/wiki/Centroid#Of_a_polygon\n let signedArea = 0;\n let cx = 0;\n let cy = 0;\n const len = array.length;\n // Polygon should been closed.\n for (let i = 0, j = len - 2; i < len; j = i, i += 2) {\n const x0 = array[j];\n const y0 = array[j + 1];\n const x1 = array[i];\n const y1 = array[i + 1];\n const a = x0 * y1 - x1 * y0;\n signedArea += a;\n cx += (x0 + x1) * a;\n cy += (y0 + y1) * a;\n }\n\n if (signedArea === 0) {\n return [array[0] || 0, array[1] || 0, 0];\n }\n\n return [cx / signedArea / 3, cy / signedArea / 3, signedArea];\n}\n\n/**\n * 针对闭合的曲线,查找最适合的旋转offset\n */\nfunction findBestRotationOffset(fromSubBeziers: number[], toSubBeziers: number[], fromCp: number[], toCp: number[]) {\n const bezierCount = (fromSubBeziers.length - 2) / 6;\n let bestScore = Infinity;\n let bestOffset = 0;\n\n const len = fromSubBeziers.length;\n const len2 = len - 2;\n\n for (let offset = 0; offset < bezierCount; offset++) {\n const cursorOffset = offset * 6;\n let score = 0;\n\n for (let k = 0; k < len; k += 2) {\n const idx = k === 0 ? cursorOffset : ((cursorOffset + k - 2) % len2) + 2;\n\n const x0 = fromSubBeziers[idx] - fromCp[0];\n const y0 = fromSubBeziers[idx + 1] - fromCp[1];\n const x1 = toSubBeziers[k] - toCp[0];\n const y1 = toSubBeziers[k + 1] - toCp[1];\n\n const dx = x1 - x0;\n const dy = y1 - y0;\n score += dx * dx + dy * dy;\n }\n if (score < bestScore) {\n bestScore = score;\n bestOffset = offset;\n }\n }\n\n return bestOffset;\n}\n\n/**\n * If we interpolating between two bezier curve arrays.\n * It will have many broken effects during the transition.\n * So we try to apply an extra rotation which can make each bezier curve morph as small as possible.\n */\nexport function findBestMorphingRotation(\n fromArr: number[][],\n toArr: number[][],\n searchAngleIteration: number,\n searchAngleRange: number\n) {\n const result = [];\n\n let fromNeedsReverse: boolean;\n\n for (let i = 0; i < fromArr.length; i++) {\n let fromSubpathBezier = fromArr[i];\n const toSubpathBezier = toArr[i];\n\n const fromCp = centroidOfSubpath(fromSubpathBezier);\n const toCp = centroidOfSubpath(toSubpathBezier);\n\n if (fromNeedsReverse == null) {\n // Reverse from array if two have different directions.\n // Determine the clockwise based on the first subpath.\n // Reverse all subpaths or not. Avoid winding rule changed.\n fromNeedsReverse = fromCp[2] < 0 !== toCp[2] < 0;\n }\n\n const newFromSubpathBezier: number[] = [];\n const newToSubpathBezier: number[] = [];\n let bestAngle = 0;\n let bestScore = Infinity;\n const tmpArr: number[] = [];\n\n const len = fromSubpathBezier.length;\n if (fromNeedsReverse) {\n // Make sure clockwise\n fromSubpathBezier = reverseSubpath(fromSubpathBezier);\n }\n const offset = findBestRotationOffset(fromSubpathBezier, toSubpathBezier, fromCp, toCp) * 6;\n\n const len2 = len - 2;\n\n for (let k = 0; k < len2; k += 2) {\n // Not include the start point.\n const idx = ((offset + k) % len2) + 2;\n newFromSubpathBezier[k + 2] = fromSubpathBezier[idx] - fromCp[0];\n newFromSubpathBezier[k + 3] = fromSubpathBezier[idx + 1] - fromCp[1];\n }\n newFromSubpathBezier[0] = fromSubpathBezier[offset] - fromCp[0];\n newFromSubpathBezier[1] = fromSubpathBezier[offset + 1] - fromCp[1];\n\n if (searchAngleIteration > 0) {\n const step = searchAngleRange / searchAngleIteration;\n for (let angle = -searchAngleRange / 2; angle <= searchAngleRange / 2; angle += step) {\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n let score = 0;\n\n for (let k = 0; k < fromSubpathBezier.length; k += 2) {\n const x0 = newFromSubpathBezier[k];\n const y0 = newFromSubpathBezier[k + 1];\n const x1 = toSubpathBezier[k] - toCp[0];\n const y1 = toSubpathBezier[k + 1] - toCp[1];\n\n // Apply rotation on the target point.\n const newX1 = x1 * ca - y1 * sa;\n const newY1 = x1 * sa + y1 * ca;\n\n tmpArr[k] = newX1;\n tmpArr[k + 1] = newY1;\n\n const dx = newX1 - x0;\n const dy = newY1 - y0;\n\n // Use dot product to have min direction change.\n // const d = Math.sqrt(x0 * x0 + y0 * y0);\n // score += x0 * dx / d + y0 * dy / d;\n score += dx * dx + dy * dy;\n }\n\n if (score < bestScore) {\n bestScore = score;\n bestAngle = angle;\n // Copy.\n for (let m = 0; m < tmpArr.length; m++) {\n newToSubpathBezier[m] = tmpArr[m];\n }\n }\n }\n } else {\n for (let i = 0; i < len; i += 2) {\n newToSubpathBezier[i] = toSubpathBezier[i] - toCp[0];\n newToSubpathBezier[i + 1] = toSubpathBezier[i + 1] - toCp[1];\n }\n }\n\n result.push({\n from: newFromSubpathBezier,\n to: newToSubpathBezier,\n fromCp,\n toCp,\n rotation: -bestAngle\n });\n }\n return result;\n}\n\n/**\n * Make two bezier arrays aligns on structure. To have better animation.\n *\n * It will:\n * Make two bezier arrays have same number of subpaths.\n * Make each subpath has equal number of bezier curves.\n *\n * array is the convert result of pathToBezierCurves.\n */\nexport function alignBezierCurves(array1: number[][], array2: number[][]) {\n let lastSubpath1;\n let lastSubpath2;\n\n const newArray1 = [];\n const newArray2 = [];\n\n for (let i = 0; i < Math.max(array1.length, array2.length); i++) {\n const subpath1 = array1[i];\n const subpath2 = array2[i];\n\n let newSubpath1;\n let newSubpath2;\n\n if (!subpath1) {\n newSubpath1 = createSubpath(lastSubpath1, subpath2);\n newSubpath2 = subpath2;\n } else if (!subpath2) {\n newSubpath2 = createSubpath(lastSubpath2, subpath1);\n newSubpath1 = subpath1;\n } else {\n [newSubpath1, newSubpath2] = alignSubpath(subpath1, subpath2);\n lastSubpath1 = newSubpath1;\n lastSubpath2 = newSubpath2;\n }\n\n newArray1.push(newSubpath1);\n newArray2.push(newSubpath2);\n }\n\n return [newArray1, newArray2];\n}\n\nconst addLineToBezierPath = (bezierPath: number[], x0: number, y0: number, x1: number, y1: number) => {\n if (!(isNumberClose(x0, x1) && isNumberClose(y0, y1))) {\n bezierPath.push(x0, y0, x1, y1, x1, y1);\n }\n};\n\nexport function pathToBezierCurves(path: ICustomPath2D): number[][] {\n const commandList = path.commandList;\n\n const bezierArrayGroups: number[][] = [];\n let currentSubpath: number[];\n\n // end point\n let xi: number = 0;\n let yi: number = 0;\n // start point\n let x0: number = 0;\n let y0: number = 0;\n\n const createNewSubpath = (x: number, y: number) => {\n // More than one M command\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n currentSubpath = [x, y];\n };\n\n // the first control point\n let x1: number;\n let y1: number;\n // the second control point\n let x2: number;\n let y2: number;\n\n for (let i = 0, len = commandList.length; i < len; i++) {\n const cmd = commandList[i];\n\n const isFirst = i === 0;\n\n if (isFirst) {\n // 如果第一个命令是 L, C, Q\n // 则 previous point 同绘制命令的第一个 point\n // 第一个命令为 Arc 的情况下会在后面特殊处理\n x0 = xi = cmd[1] as number;\n y0 = yi = cmd[2] as number;\n\n if ([enumCommandMap.L, enumCommandMap.C, enumCommandMap.Q].includes(cmd[0])) {\n // Start point\n currentSubpath = [x0, y0];\n }\n }\n\n switch (cmd[0]) {\n case enumCommandMap.M:\n // moveTo 命令重新创建一个新的 subpath, 并且更新新的起点\n // 在 closePath 的时候使用\n xi = x0 = cmd[1] as number;\n yi = y0 = cmd[2] as number;\n\n createNewSubpath(x0, y0);\n break;\n case enumCommandMap.L:\n x1 = cmd[1] as number;\n y1 = cmd[2] as number;\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n xi = x1;\n yi = y1;\n break;\n case enumCommandMap.C:\n currentSubpath.push(\n cmd[1] as number,\n cmd[2] as number,\n cmd[3] as number,\n cmd[4] as number,\n (xi = cmd[5] as number),\n (yi = cmd[6] as number)\n );\n break;\n case enumCommandMap.Q:\n x1 = cmd[1] as number;\n y1 = cmd[2] as number;\n x2 = cmd[3] as number;\n y2 = cmd[4] as number;\n currentSubpath.push(\n // Convert quadratic to cubic\n xi + (2 / 3) * (x1 - xi),\n yi + (2 / 3) * (y1 - yi),\n x2 + (2 / 3) * (x1 - x2),\n y2 + (2 / 3) * (y1 - y2),\n x2,\n y2\n );\n xi = x2;\n yi = y2;\n break;\n case enumCommandMap.A: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = rx;\n const startAngle = cmd[4] as number;\n const endAngle = cmd[5] as number;\n\n const counterClockwise = !!(cmd[6] as number);\n\n x1 = Math.cos(startAngle) * rx + cx;\n y1 = Math.sin(startAngle) * rx + cy;\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xi = Math.cos(endAngle) * rx + cx;\n yi = Math.sin(endAngle) * rx + cy;\n\n const step = ((counterClockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; counterClockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = counterClockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n }\n break;\n }\n case enumCommandMap.E: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = cmd[4] as number;\n const rotate = cmd[5] as number;\n const startAngle = cmd[6] as number;\n const endAngle = (cmd[7] as number) + startAngle;\n\n const anticlockwise = !!(cmd[8] as number);\n const hasRotate = !isNumberClose(rotate, 0);\n const rc = Math.cos(rotate);\n const rs = Math.sin(rotate);\n\n let xTemp = Math.cos(startAngle) * rx;\n let yTemp = Math.sin(startAngle) * ry;\n\n if (hasRotate) {\n x1 = xTemp * rc - yTemp * rs + cx;\n y1 = xTemp * rs + yTemp * rc + cy;\n } else {\n x1 = xTemp + cx;\n y1 = yTemp + cy;\n }\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xTemp = Math.cos(endAngle) * rx;\n yTemp = Math.sin(endAngle) * ry;\n if (hasRotate) {\n xi = xTemp * rc - yTemp * rs + cx;\n yi = xTemp * rs + yTemp * rc + cy;\n } else {\n xi = xTemp + cx;\n yi = yTemp + cy;\n }\n\n const step = ((anticlockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = anticlockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n\n if (hasRotate) {\n const curLen = currentSubpath.length;\n\n for (let j = curLen - 6; j <= curLen - 1; j += 2) {\n xTemp = currentSubpath[j];\n yTemp = currentSubpath[j + 1];\n\n currentSubpath[j] = (xTemp - cx) * rc - (yTemp - cy) * rs + cx;\n currentSubpath[j + 1] = (xTemp - cx) * rs + (yTemp - cy) * rc + cy;\n }\n }\n }\n\n break;\n }\n case enumCommandMap.R: {\n x0 = xi = cmd[1] as number;\n y0 = yi = cmd[2] as number;\n x1 = x0 + (cmd[3] as number);\n y1 = y0 + (cmd[4] as number);\n\n // rect is an individual path.\n createNewSubpath(x1, y0);\n addLineToBezierPath(currentSubpath, x1, y0, x1, y1);\n addLineToBezierPath(currentSubpath, x1, y1, x0, y1);\n addLineToBezierPath(currentSubpath, x0, y1, x0, y0);\n addLineToBezierPath(currentSubpath, x0, y0, x1, y0);\n break;\n }\n case enumCommandMap.AT: {\n const tx1 = cmd[1] as number;\n const ty1 = cmd[2] as number;\n const tx2 = cmd[3] as number;\n const ty2 = cmd[4] as number;\n const r = cmd[5] as number;\n\n const dis1 = PointService.distancePP({ x: xi, y: yi }, { x: tx1, y: ty1 });\n const dis2 = PointService.distancePP({ x: tx2, y: ty2 }, { x: tx1, y: ty1 });\n const theta = ((xi - tx1) * (tx2 - tx1) + (yi - ty1) * (ty2 - ty1)) / (dis1 * dis2);\n const dis = r / Math.sin(theta / 2);\n const midX = (xi + tx2 - 2 * tx1) / 2;\n const midY = (yi + ty2 - 2 * ty1) / 2;\n const midLen = PointService.distancePP({ x: midX, y: midY }, { x: 0, y: 0 });\n const cx = tx1 + (dis * midX) / midLen;\n const cy = tx2 + (dis * midY) / midLen;\n const disP = Math.sqrt(dis * dis - r * r);\n x0 = tx1 + (disP * (xi - tx1)) / dis1;\n y0 = ty1 + (disP * (yi - ty1)) / dis1;\n\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x0, y0);\n\n xi = tx1 + (disP * (tx2 - tx1)) / dis2;\n yi = ty1 + (disP * (ty2 - ty1)) / dis2;\n\n const startAngle = getAngleByPoint({ x: cx, y: cy }, { x: x0, y: y0 });\n\n const endAngle = getAngleByPoint({ x: cx, y: cy }, { x: xi, y: yi });\n\n addArcToBezierPath(currentSubpath, startAngle, endAngle, cx, cy, r, r);\n\n break;\n }\n case enumCommandMap.Z: {\n currentSubpath && addLineToBezierPath(currentSubpath, xi, yi, x0, y0);\n xi = x0;\n yi = y0;\n break;\n }\n }\n }\n\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n\n return bezierArrayGroups;\n}\n\nexport function applyTransformOnBezierCurves(bezierCurves: number[][], martrix: IMatrix) {\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n for (let k = 0; k < subPath.length; k += 2) {\n const x = subPath[k];\n const y = subPath[k + 1];\n const res = { x, y };\n\n martrix.transformPoint({ x, y }, res);\n\n subPath[k] = res.x;\n subPath[k + 1] = res.y;\n }\n }\n}\n\nexport function bezierCurversToPath(bezierCurves: number[][]) {\n const path = new CustomPath2D();\n\n for (let i = 0; i < bezierCurves.length; i++) {\n const subPath = bezierCurves[i];\n\n if (subPath.length > 2) {\n path.moveTo(subPath[0], subPath[1]);\n for (let k = 2; k < subPath.length; k += 6) {\n path.bezierCurveTo(subPath[k], subPath[k + 1], subPath[k + 2], subPath[k + 3], subPath[k + 4], subPath[k + 5]);\n }\n }\n }\n\n return path;\n}\n"]}
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+
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Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n\nimport { getAngleByPoint, IMatrix, isNumberClose, PointService } from '@visactor/vutils';\nimport { ICustomPath2D } from '../interface';\nimport { CustomPath2D } from './custom-path2d';\nimport { enumCommandMap } from './path-svg';\nimport { addArcToBezierPath } from './shape/arc';\n\nexport function cubicSubdivide(p0: number, p1: number, p2: number, p3: number, t: number, out: number[]) {\n const p01 = (p1 - p0) * t + p0;\n const p12 = (p2 - p1) * t + p1;\n const p23 = (p3 - p2) * t + p2;\n\n const p012 = (p12 - p01) * t + p01;\n const p123 = (p23 - p12) * t + p12;\n\n const p0123 = (p123 - p012) * t + p012;\n // Seg0\n out[0] = p0;\n out[1] = p01;\n out[2] = p012;\n out[3] = p0123;\n // Seg1\n out[4] = p0123;\n out[5] = p123;\n out[6] = p23;\n out[7] = p3;\n}\n\nexport function alignSubpath(subpath1: number[], subpath2: number[]): [number[], number[]] {\n const len1 = subpath1.length;\n const len2 = subpath2.length;\n if (len1 === len2) {\n return [subpath1, subpath2];\n }\n const tmpSegX: number[] = [];\n const tmpSegY: number[] = [];\n\n const shorterPath = len1 < len2 ? subpath1 : subpath2;\n const shorterLen = Math.min(len1, len2);\n // Should divide excatly\n const diff = Math.abs(len2 - len1) / 6;\n const shorterBezierCount = (shorterLen - 2) / 6;\n // Add `diff` number of beziers\n const eachCurveSubDivCount = Math.ceil(diff / shorterBezierCount);\n\n const newSubpath = [shorterPath[0], shorterPath[1]];\n let remained = diff;\n\n for (let i = 2; i < shorterLen; i += 6) {\n let x0 = shorterPath[i - 2];\n let y0 = shorterPath[i - 1];\n let x1 = shorterPath[i];\n let y1 = shorterPath[i + 1];\n let x2 = shorterPath[i + 2];\n let y2 = shorterPath[i + 3];\n const x3 = shorterPath[i + 4];\n 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Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArcToBezierPath(currentSubpath, angle, nextAngle, cx, cy, rx, ry);\n }\n break;\n }\n case enumCommandMap.E: {\n const cx = cmd[1] as number;\n const cy = cmd[2] as number;\n const rx = cmd[3] as number;\n const ry = cmd[4] as number;\n const rotate = cmd[5] as number;\n const startAngle = cmd[6] as number;\n const endAngle = (cmd[7] as number) + startAngle;\n\n const anticlockwise = !!(cmd[8] as number);\n const hasRotate = !isNumberClose(rotate, 0);\n const rc = Math.cos(rotate);\n const rs = Math.sin(rotate);\n\n let xTemp = Math.cos(startAngle) * rx;\n let yTemp = Math.sin(startAngle) * ry;\n\n if (hasRotate) {\n x1 = xTemp * rc - yTemp * rs + cx;\n y1 = xTemp * rs + yTemp * rc + cy;\n } else {\n x1 = xTemp + cx;\n y1 = yTemp + cy;\n }\n if (isFirst) {\n // 直接使用 arc 命令\n // 第一个命令起点还未定义\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n // Connect a line between current point to arc start point.\n addLineToBezierPath(currentSubpath, xi, yi, x1, y1);\n }\n\n xTemp = Math.cos(endAngle) * rx;\n yTemp = Math.sin(endAngle) * ry;\n if (hasRotate) {\n xi = xTemp * rc - yTemp * rs + cx;\n yi = xTemp * rs + yTemp * rc + cy;\n } else {\n xi = xTemp + cx;\n yi = yTemp + cy;\n }\n\n const step = ((anticlockwise ? -1 : 1) * Math.PI) / 2;\n\n for (let angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {\n const nextAngle = anticlockwise ? 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IN NO EVENT SHALL THE\n AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n SOFTWARE.\n */\nconst rePathCommand = /([-+]?((\\d+\\.\\d+)|((\\d+)|(\\.\\d+)))(?:[eE][-+]?\\d+)?)/gi;\nconst commandLengths: Record<string, number> = {\n m: 2,\n l: 2,\n h: 1,\n v: 1,\n c: 6,\n s: 4,\n q: 4,\n t: 2,\n a: 7,\n M: 2,\n L: 2,\n H: 1,\n V: 1,\n C: 6,\n S: 4,\n Q: 4,\n T: 2,\n A: 7\n};\n\nexport const enumCommandMap = {\n A: 0,\n AT: 1,\n C: 2,\n Z: 3,\n E: 4,\n L: 5,\n M: 6,\n Q: 7,\n R: 8\n};\n\ntype char = string;\nlet currPath: string;\nlet coordsStr: string;\nlet commandChar: char;\nlet coordStr: string;\nlet coordNumber: number;\nlet standardCommandLen: number;\nexport function parseSvgPath(str: string): Array<string | number>[] {\n if (!str) {\n return [];\n }\n // parse str到命令数组\n const paths = str.match(/[mzlhvcsqta][^mzlhvcsqta]*/gi);\n if (paths === null) {\n return [];\n }\n\n let currCommandData: (string | number)[];\n let coordsStrArr: RegExpMatchArray | null;\n const result: (string | number)[][] = [];\n for (let i = 0, len = paths.length; i < len; i++) {\n currPath = paths[i];\n coordsStr = currPath.slice(1);\n commandChar = currPath[0];\n currCommandData = [commandChar];\n\n coordsStrArr = coordsStr.match(rePathCommand);\n if (coordsStrArr === null) {\n result.push(currCommandData);\n continue;\n }\n\n // 转到number\n for (let i = 0, len = coordsStrArr.length; i < len; i++) {\n coordStr = coordsStrArr[i];\n coordNumber = parseFloat(coordStr);\n if (!Number.isNaN(coordNumber)) {\n currCommandData.push(coordNumber);\n }\n }\n\n // 当前命令的参数长度,svg可能会合并多个相同的命令\n standardCommandLen = commandLengths[commandChar];\n if (currCommandData.length - 1 > standardCommandLen) {\n // 如果命令长度超过默认长度,就拆分为多个命令\n let subCommand: (string | number)[];\n for (let i = 1, len = currCommandData.length; i < len; i += standardCommandLen) {\n subCommand = [commandChar];\n for (let j = i, subLen = i + standardCommandLen; j < subLen; j++) {\n subCommand.push(currCommandData[j]);\n }\n result.push(subCommand);\n }\n } else {\n result.push(currCommandData);\n }\n }\n\n return result;\n}\n"]}
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{"version":3,"sources":["
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i < points.length; i++) {\n path.lineTo(points[i].x + x, points[i].y + y);\n }\n}\n\n/**\n * algorithm detail see: https://stackoverflow.com/a/24780108\n */\nexport function drawRoundedPolygon(\n path: IPath2D,\n points: IPointLike[],\n x: number,\n y: number,\n cornerRadius: number | number[]\n) {\n if (points.length < 3) {\n drawPolygon(path, points, x, y);\n return;\n }\n\n for (let i = 0; i < points.length; i++) {\n const p1 = points[i];\n const angularPoint = points[(i + 1) % points.length];\n const p2 = points[(i + 2) % points.length];\n\n //Vector 1\n const dx1 = angularPoint.x - p1.x;\n const dy1 = angularPoint.y - p1.y;\n\n //Vector 2\n const dx2 = angularPoint.x - p2.x;\n const dy2 = angularPoint.y - p2.y;\n\n //Angle between vector 1 and vector 2 divided by 2\n const angle = (Math.atan2(dy1, dx1) - Math.atan2(dy2, dx2)) / 2;\n\n // The length of segment between angular point and the\n // points of intersection with the circle of a given radius\n const tan = Math.abs(Math.tan(angle));\n\n // get config radius\n let radius = Array.isArray(cornerRadius) ? cornerRadius[(i + 1) % points.length] ?? 0 : cornerRadius;\n let segment = radius / tan;\n\n //Check the segment\n const length1 = getLength(dx1, dy1);\n const length2 = getLength(dx2, dy2);\n\n const length = Math.min(length1, length2);\n\n if (segment > length) {\n segment = length;\n radius = length * tan;\n }\n\n // Points of intersection are calculated by the proportion between\n // the coordinates of the vector, length of vector and the length of the segment.\n const p1Cross = getProportionPoint(angularPoint, segment, length1, dx1, dy1);\n const p2Cross = getProportionPoint(angularPoint, segment, length2, dx2, dy2);\n\n // Calculation of the coordinates of the circle\n // center by the addition of angular vectors.\n const dx = angularPoint.x * 2 - p1Cross.x - p2Cross.x;\n const dy = angularPoint.y * 2 - p1Cross.y - p2Cross.y;\n\n const L = getLength(dx, dy);\n const d = getLength(segment, radius);\n\n const circlePoint = getProportionPoint(angularPoint, d, L, dx, dy);\n\n //StartAngle and EndAngle of arc\n let startAngle = Math.atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x);\n const endAngle = Math.atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x);\n\n //Sweep angle\n let sweepAngle = endAngle - startAngle;\n\n //Some additional checks\n if (sweepAngle < 0) {\n startAngle = endAngle;\n sweepAngle = -sweepAngle;\n }\n\n if (sweepAngle > Math.PI) {\n sweepAngle = sweepAngle - Math.PI;\n }\n\n if (i === 0) {\n path.moveTo(p1Cross.x + x, p1Cross.y + y);\n } else {\n path.lineTo(p1Cross.x + x, p1Cross.y + y);\n }\n\n if (sweepAngle) {\n path.arcTo(angularPoint.x + x, angularPoint.y + y, p2Cross.x + x, p2Cross.y + y, radius);\n }\n\n path.lineTo(p2Cross.x + x, p2Cross.y + y);\n }\n}\n\nfunction getLength(dx: number, dy: number) {\n return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction getProportionPoint(point: IPointLike, segment: number, length: number, dx: number, dy: number) {\n const factor = segment / length;\n\n return {\n x: point.x - dx * factor,\n y: point.y - dy * factor\n };\n}\n"]}
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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 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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"]}
|
|
1
|
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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 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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"]}
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{"version":3,"sources":["
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{ CommandType, IPath2D } from '../interface';\n\nconst commandFuncs: Array<\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) => void\n> = [\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.arc(\n (command[1] as number) * sx + x,\n (command[2] as number) * sy + y,\n ((command[3] as number) * (sx + sy)) / 2,\n command[4] as number,\n command[5] as number,\n command[6] as boolean,\n z\n ),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.arcTo(\n (command[1] as number) * sx + x,\n (command[2] as number) * sy + y,\n (command[3] as number) * sx + x,\n (command[4] as number) * sy + y,\n ((command[5] as number) * (sx + sy)) / 2,\n z\n ),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.bezierCurveTo(\n (command[1] as number) * sx + x,\n (command[2] as number) * sy + y,\n (command[3] as number) * sx + x,\n (command[4] as number) * sy + y,\n (command[5] as number) * sx + x,\n (command[6] as number) * sy + y,\n z\n ),\n (command: CommandType, context: IPath2D, x: number, y: number) => context.closePath(),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number) =>\n context.ellipse(\n (command[1] as number) * sx + x,\n (command[2] as number) * sy + y,\n (command[3] as number) * sx,\n (command[4] as number) * sy,\n command[5] as number,\n command[6] as number,\n command[7] as number,\n command[8] as boolean\n ),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.lineTo((command[1] as number) * sx + x, (command[2] as number) * sy + y, z),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.moveTo((command[1] as number) * sx + x, (command[2] as number) * sy + y, z),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.quadraticCurveTo(\n (command[1] as number) * sx + x,\n (command[2] as number) * sy + y,\n (command[3] as number) * sx + x,\n (command[4] as number) * sy + y,\n z\n ),\n (command: CommandType, context: IPath2D, x: number, y: number, sx: number, sy: number, z?: number) =>\n context.rect(\n (command[1] as number) * sx + x,\n (command[2] as number) * sy + y,\n (command[3] as number) * sx,\n (command[4] as number) * sy,\n z\n )\n];\n\nexport function renderCommandList(\n commandList: CommandType[],\n context: IPath2D,\n x: number = 0,\n y: number = 0,\n sx: number = 1,\n sy: number = 1,\n z?: number\n) {\n for (let i = 0; i < commandList.length; i++) {\n const command = commandList[i];\n commandFuncs[command[0]](command, context, x, y, sx, sy, z);\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
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+
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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"]}
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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"]}
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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"]}
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