@visactor/vrender 0.15.3-alpha.9 → 0.15.4

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Files changed (37) hide show
  1. package/cjs/graphic/graphic-service/common-contribution.d.ts +2 -2
  2. package/cjs/graphic/graphic-service/common-contribution.js +1 -1
  3. package/cjs/graphic/graphic-service/common-contribution.js.map +1 -1
  4. package/cjs/graphic/graphic-service/symbol-contribution.js +1 -1
  5. package/cjs/graphic/graphic-service/symbol-contribution.js.map +1 -1
  6. package/cjs/graphic/graphic.d.ts +3 -0
  7. package/cjs/graphic/graphic.js +45 -19
  8. package/cjs/graphic/graphic.js.map +1 -1
  9. package/cjs/index.d.ts +1 -1
  10. package/cjs/index.js +1 -1
  11. package/cjs/index.js.map +1 -1
  12. package/cjs/interface/event.d.ts +1 -0
  13. package/cjs/interface/event.js.map +1 -1
  14. package/cjs/interface/graphic.d.ts +1 -1
  15. package/cjs/interface/graphic.js.map +1 -1
  16. package/cjs/render/contributions/render/draw-interceptor.js +1 -1
  17. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  18. package/dist/index.js +72 -27
  19. package/dist/index.min.js +1 -1
  20. package/es/graphic/graphic-service/common-contribution.d.ts +2 -2
  21. package/es/graphic/graphic-service/common-contribution.js +1 -1
  22. package/es/graphic/graphic-service/common-contribution.js.map +1 -1
  23. package/es/graphic/graphic-service/symbol-contribution.js +1 -1
  24. package/es/graphic/graphic-service/symbol-contribution.js.map +1 -1
  25. package/es/graphic/graphic.d.ts +3 -0
  26. package/es/graphic/graphic.js +44 -19
  27. package/es/graphic/graphic.js.map +1 -1
  28. package/es/index.d.ts +1 -1
  29. package/es/index.js +1 -1
  30. package/es/index.js.map +1 -1
  31. package/es/interface/event.d.ts +1 -0
  32. package/es/interface/event.js.map +1 -1
  33. package/es/interface/graphic.d.ts +1 -1
  34. package/es/interface/graphic.js.map +1 -1
  35. package/es/render/contributions/render/draw-interceptor.js +1 -1
  36. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  37. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/interface/event.ts"],"names":[],"mappings":"","file":"event.js","sourcesContent":["import type { INode } from './node-tree';\nimport type { Dict, IBounds, IPointLike } from '@visactor/vutils';\nimport type { Cursor, IGraphicAttribute } from './graphic';\nimport type { IDomRectLike, IEventElement } from './common';\nimport type { ICanvas } from './canvas';\nimport type { IGlobal } from './global';\n\nexport interface IEventManager {\n rootTarget: IEventTarget;\n dispatch: any;\n cursor: Cursor | string;\n addEventMapping: (type: string, fn: (e: IFederatedEvent, target: IEventTarget) => void) => void;\n dispatchEvent: (e: IFederatedEvent, type?: string) => void;\n mapEvent: (e: IFederatedEvent) => void;\n propagate: (e: IFederatedEvent, type?: string) => void;\n propagationPath: (target: IEventTarget) => IEventTarget[];\n copyWheelData: (from: IFederatedWheelEvent, to: IFederatedWheelEvent) => void;\n copyPointerData: (from: IFederatedEvent, to: IFederatedEvent) => void;\n copyMouseData: (from: IFederatedEvent, to: IFederatedEvent) => void;\n copyData: (from: IFederatedEvent, to: IFederatedEvent) => void;\n}\n\nexport interface IFederatedEvent<N = Event> {\n bubbles: boolean;\n cancelBubble: boolean;\n cancelable: boolean;\n composed: boolean;\n currentTarget: IEventTarget | null;\n defaultPrevented: boolean;\n eventPhase: number;\n isTrusted: boolean;\n returnValue: boolean;\n srcElement: IEventTarget;\n target: IEventTarget | null;\n timeStamp: number;\n type: string;\n nativeEvent: N;\n originalEvent: IFederatedEvent<N> | null;\n propagationStopped: boolean;\n propagationImmediatelyStopped: boolean;\n path: IEventTarget[];\n manager?: IEventManager;\n detail: any;\n view: any;\n layer: IPointLike;\n get layerX(): number;\n get layerY(): number;\n page: IPointLike;\n get pageX(): number;\n get pageY(): number;\n canvas: IPointLike;\n get x(): number;\n get y(): number;\n get canvasX(): number;\n get canvasY(): number;\n viewport: IPointLike;\n get viewX(): number;\n get viewY(): number;\n composedPath: () => IEventTarget[];\n preventDefault: () => void;\n stopImmediatePropagation: () => void;\n stopPropagation: () => void;\n initEvent: () => void;\n initUIEvent: () => void;\n clone: () => void;\n which: number;\n}\n\nexport interface IFederatedMouseEvent extends IFederatedEvent {\n altKey: boolean;\n button: number;\n buttons: number;\n ctrlKey: boolean;\n metaKey: boolean;\n relatedTarget: EventTarget | null;\n shiftKey: boolean;\n client: IPointLike;\n get clientX(): number;\n get clientY(): number;\n detail: number;\n movement: IPointLike;\n get movementX(): number;\n get movementY(): number;\n offset: IPointLike;\n get offsetX(): number;\n get offsetY(): number;\n global: IPointLike;\n get globalX(): number;\n get globalY(): number;\n screen: IPointLike;\n get screenX(): number;\n get screenY(): number;\n getModifierState: (key: string) => boolean;\n initMouseEvent: (\n _typeArg: string,\n _canBubbleArg: boolean,\n _cancelableArg: boolean,\n _viewArg: Window,\n _detailArg: number,\n _screenXArg: number,\n _screenYArg: number,\n _clientXArg: number,\n _clientYArg: number,\n _ctrlKeyArg: boolean,\n _altKeyArg: boolean,\n _shiftKeyArg: boolean,\n _metaKeyArg: boolean,\n _buttonArg: number,\n _relatedTargetArg: EventTarget\n ) => void;\n}\n\nexport interface IFederatedWheelEvent extends IFederatedMouseEvent {\n deltaMode: number;\n deltaX: number;\n deltaY: number;\n deltaZ: number;\n clone: () => IFederatedWheelEvent;\n}\n\nexport interface IFederatedPointerEvent extends IFederatedMouseEvent {\n pointerId: number;\n width: number;\n height: number;\n isPrimary: boolean;\n pointerType: string;\n pressure: number;\n tangentialPressure: number;\n tiltX: number;\n tiltY: number;\n twist: number;\n detail: number;\n getCoalescedEvents: () => PointerEvent[];\n getPredictedEvents: () => PointerEvent[];\n clone: () => IFederatedPointerEvent;\n}\n\n/**\n * 代码参考自 https://github.com/pixijs/pixijs\n * The MIT License\n\n Copyright (c) 2013-2023 Mathew Groves, Chad Engler\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in\n all copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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\n THE SOFTWARE.\n */\n\nexport interface IEventTarget extends INode {\n /** Whether this event target should fire UI events. */\n pickable: boolean;\n /** The parent of this event target. */\n parent: IEventTarget | null;\n /** Whether this event target should be visible. */\n visible: boolean;\n\n /** The children of this event target. */\n children?: IEventTarget[];\n\n /** Whether this event target has any children that need UI events. This can be used optimize event propagation. */\n childrenPickable?: boolean;\n\n attribute?: Partial<IGraphicAttribute>;\n\n emit: (eventName: any, data: Dict<any>) => boolean;\n\n getCursor: () => string;\n setCursor: (c?: string) => void;\n}\n\nexport interface IRender {\n visualCanvas: {\n getCanvas: () => HTMLElement;\n };\n pickEvent: (position: [number, number], children: IEventTarget[], geoPick?: boolean) => IEventTarget | null;\n [key: string]: any;\n}\n\n// 事件系统扩展接口\nexport interface IEventExtension {\n /**\n * bind events\n */\n initEvents: () => void;\n /**\n * unbind events\n */\n removeEvents: () => void;\n /**\n * release\n */\n release: () => void;\n}\n\nexport type GestureDirection = 'none' | 'left' | 'right' | 'down' | 'up';\n\nexport interface GestureEvent extends IFederatedPointerEvent {\n points: IPointLike[];\n direction: GestureDirection;\n deltaX: number;\n deltaY: number;\n scale: number;\n center: IPointLike;\n velocity: number;\n}\n\nexport interface GestureConfig {\n press?: {\n /**\n * @default 251\n * Minimal press time in ms.\n * @see http://hammerjs.github.io/recognizer-press/\n */\n time?: number;\n /**\n * @default 10\n * Minimal movement that is allowed while pressing.\n * @see http://hammerjs.github.io/recognizer-press/\n */\n threshold?: number;\n };\n swipe?: {\n /**\n * Minimal distance required before recognizing.\n * @default 10\n * @see https://hammerjs.github.io/recognizer-swipe/\n */\n threshold?: number;\n /**\n * Minimal velocity required before recognizing, unit is in px per ms.\n * @default 0.3\n * @see http://hammerjs.github.io/recognizer-swipe/\n */\n velocity?: number;\n };\n}\n\nexport interface DefaultGestureConfig {\n press: {\n time: number;\n threshold: number;\n };\n swipe: {\n threshold: number;\n velocity: number;\n };\n}\n\nexport interface EmitEventObject {\n type: string;\n ev: GestureEvent;\n}\n\nexport type LooseFunction = (...args: any[]) => any;\n\nexport type IElementLike = Omit<IEventElement, 'on' | 'off' | 'once' | 'emit' | 'removeAllListeners'> & {\n style: CSSStyleDeclaration | Record<string, any>;\n getNativeHandler?: () => ICanvas;\n getBoundingClientRect: () => IDomRectLike;\n};\n\nexport type RenderConfig = {\n /**\n * 事件绑定的 canvas 元素\n */\n targetElement: IElementLike;\n /**\n * 环境分辨率\n */\n resolution: number;\n /**\n * 场景树根节点\n */\n rootNode: IEventTarget;\n global: IGlobal;\n /** 是否自动阻止事件 */\n autoPreventDefault?: boolean;\n /** 绘图视口 */\n viewport: {\n x: number;\n y: number;\n width: number;\n height: number;\n viewBox?: IBounds;\n };\n};\n\nexport type NativeEvent = MouseEvent | PointerEvent | TouchEvent;\n"]}
1
+ {"version":3,"sources":["../src/interface/event.ts"],"names":[],"mappings":"","file":"event.js","sourcesContent":["import type { INode } from './node-tree';\nimport type { Dict, IBounds, IPointLike } from '@visactor/vutils';\nimport type { Cursor, IGraphicAttribute } from './graphic';\nimport type { IDomRectLike, IEventElement } from './common';\nimport type { ICanvas } from './canvas';\nimport type { IGlobal } from './global';\n\nexport interface IEventManager {\n rootTarget: IEventTarget;\n dispatch: any;\n cursor: Cursor | string;\n addEventMapping: (type: string, fn: (e: IFederatedEvent, target: IEventTarget) => void) => void;\n dispatchEvent: (e: IFederatedEvent, type?: string) => void;\n mapEvent: (e: IFederatedEvent) => void;\n propagate: (e: IFederatedEvent, type?: string) => void;\n propagationPath: (target: IEventTarget) => IEventTarget[];\n copyWheelData: (from: IFederatedWheelEvent, to: IFederatedWheelEvent) => void;\n copyPointerData: (from: IFederatedEvent, to: IFederatedEvent) => void;\n copyMouseData: (from: IFederatedEvent, to: IFederatedEvent) => void;\n copyData: (from: IFederatedEvent, to: IFederatedEvent) => void;\n}\n\nexport interface IFederatedEvent<N = Event> {\n bubbles: boolean;\n cancelBubble: boolean;\n cancelable: boolean;\n composed: boolean;\n currentTarget: IEventTarget | null;\n defaultPrevented: boolean;\n eventPhase: number;\n isTrusted: boolean;\n returnValue: boolean;\n srcElement: IEventTarget;\n target: IEventTarget | null;\n timeStamp: number;\n type: string;\n nativeEvent: N;\n originalEvent: IFederatedEvent<N> | null;\n propagationStopped: boolean;\n propagationImmediatelyStopped: boolean;\n path: IEventTarget[];\n manager?: IEventManager;\n detail: any;\n view: any;\n layer: IPointLike;\n get layerX(): number;\n get layerY(): number;\n page: IPointLike;\n get pageX(): number;\n get pageY(): number;\n canvas: IPointLike;\n get x(): number;\n get y(): number;\n get canvasX(): number;\n get canvasY(): number;\n viewport: IPointLike;\n get viewX(): number;\n get viewY(): number;\n composedPath: () => IEventTarget[];\n preventDefault: () => void;\n stopImmediatePropagation: () => void;\n stopPropagation: () => void;\n initEvent: () => void;\n initUIEvent: () => void;\n clone: () => void;\n which: number;\n}\n\nexport interface IFederatedMouseEvent extends IFederatedEvent {\n altKey: boolean;\n button: number;\n buttons: number;\n ctrlKey: boolean;\n metaKey: boolean;\n relatedTarget: EventTarget | null;\n shiftKey: boolean;\n client: IPointLike;\n get clientX(): number;\n get clientY(): number;\n detail: number;\n movement: IPointLike;\n get movementX(): number;\n get movementY(): number;\n offset: IPointLike;\n get offsetX(): number;\n get offsetY(): number;\n global: IPointLike;\n get globalX(): number;\n get globalY(): number;\n screen: IPointLike;\n get screenX(): number;\n get screenY(): number;\n getModifierState: (key: string) => boolean;\n initMouseEvent: (\n _typeArg: string,\n _canBubbleArg: boolean,\n _cancelableArg: boolean,\n _viewArg: Window,\n _detailArg: number,\n _screenXArg: number,\n _screenYArg: number,\n _clientXArg: number,\n _clientYArg: number,\n _ctrlKeyArg: boolean,\n _altKeyArg: boolean,\n _shiftKeyArg: boolean,\n _metaKeyArg: boolean,\n _buttonArg: number,\n _relatedTargetArg: EventTarget\n ) => void;\n}\n\nexport interface IFederatedWheelEvent extends IFederatedMouseEvent {\n deltaMode: number;\n deltaX: number;\n deltaY: number;\n deltaZ: number;\n clone: () => IFederatedWheelEvent;\n}\n\nexport interface IFederatedPointerEvent extends IFederatedMouseEvent {\n pointerId: number;\n width: number;\n height: number;\n isPrimary: boolean;\n pointerType: string;\n pressure: number;\n tangentialPressure: number;\n tiltX: number;\n tiltY: number;\n twist: number;\n detail: number;\n getCoalescedEvents: () => PointerEvent[];\n getPredictedEvents: () => PointerEvent[];\n clone: () => IFederatedPointerEvent;\n}\n\n/**\n * 代码参考自 https://github.com/pixijs/pixijs\n * The MIT License\n\n Copyright (c) 2013-2023 Mathew Groves, Chad Engler\n\n Permission is hereby granted, free of charge, to any person obtaining a copy\n of this software and associated documentation files (the \"Software\"), to deal\n in the Software without restriction, including without limitation the rights\n to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n copies of the Software, and to permit persons to whom the Software is\n furnished to do so, subject to the following conditions:\n\n The above copyright notice and this permission notice shall be included in\n all copies or substantial portions of the Software.\n\n THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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\n THE SOFTWARE.\n */\n\nexport interface IEventTarget extends INode {\n /** Whether this event target should fire UI events. */\n pickable: boolean;\n /** The parent of this event target. */\n parent: IEventTarget | null;\n /** Whether this event target should be visible. */\n visible: boolean;\n\n /** The children of this event target. */\n children?: IEventTarget[];\n\n /** Whether this event target has any children that need UI events. This can be used optimize event propagation. */\n childrenPickable?: boolean;\n\n attribute?: Partial<IGraphicAttribute>;\n\n emit: (eventName: any, data: Dict<any>) => boolean;\n\n getCursor: () => string;\n setCursor: (c?: string) => void;\n}\n\nexport interface IRender {\n visualCanvas: {\n getCanvas: () => HTMLElement;\n };\n pickEvent: (position: [number, number], children: IEventTarget[], geoPick?: boolean) => IEventTarget | null;\n [key: string]: any;\n}\n\n// 事件系统扩展接口\nexport interface IEventExtension {\n /**\n * bind events\n */\n initEvents: () => void;\n /**\n * unbind events\n */\n removeEvents: () => void;\n /**\n * release\n */\n release: () => void;\n}\n\nexport type GestureDirection = 'none' | 'left' | 'right' | 'down' | 'up';\n\nexport interface GestureEvent extends IFederatedPointerEvent {\n points: IPointLike[];\n direction: GestureDirection;\n deltaX: number;\n deltaY: number;\n scale: number;\n center: IPointLike;\n velocity: number;\n}\n\nexport interface GestureConfig {\n press?: {\n /**\n * @default 251\n * Minimal press time in ms.\n * @see http://hammerjs.github.io/recognizer-press/\n */\n time?: number;\n /**\n * @default 10\n * Minimal movement that is allowed while pressing.\n * @see http://hammerjs.github.io/recognizer-press/\n */\n threshold?: number;\n };\n swipe?: {\n /**\n * Minimal distance required before recognizing.\n * @default 10\n * @see https://hammerjs.github.io/recognizer-swipe/\n */\n threshold?: number;\n /**\n * Minimal velocity required before recognizing, unit is in px per ms.\n * @default 0.3\n * @see http://hammerjs.github.io/recognizer-swipe/\n */\n velocity?: number;\n };\n}\n\nexport interface DefaultGestureConfig {\n press: {\n time: number;\n threshold: number;\n };\n swipe: {\n threshold: number;\n velocity: number;\n };\n}\n\nexport interface EmitEventObject {\n type: string;\n ev: GestureEvent;\n}\n\nexport type LooseFunction = (...args: any[]) => any;\n\nexport type IElementLike = Omit<IEventElement, 'on' | 'off' | 'once' | 'emit' | 'removeAllListeners'> & {\n style: CSSStyleDeclaration | Record<string, any>;\n getNativeHandler?: () => ICanvas;\n getBoundingClientRect: () => IDomRectLike;\n};\n\nexport type RenderConfig = {\n /**\n * 事件绑定的 canvas 元素\n */\n targetElement: IElementLike;\n /**\n * 环境分辨率\n */\n resolution: number;\n /**\n * 场景树根节点\n */\n rootNode: IEventTarget;\n global: IGlobal;\n /** 是否自动阻止事件 */\n autoPreventDefault?: boolean;\n /** 绘图视口 */\n viewport: {\n x: number;\n y: number;\n width: number;\n height: number;\n viewBox?: IBounds;\n };\n};\n\nexport type NativeEvent = MouseEvent | PointerEvent | TouchEvent;\n\nexport type GraphicEventType =\n | 'pointerdown'\n | 'pointerup'\n // 指针抬起与按下的图形不同时触发\n | 'pointerupoutside'\n | 'pointertap'\n | 'pointerover'\n | 'pointerenter'\n | 'pointerleave'\n | 'pointerout'\n | 'mousedown'\n | 'mouseup'\n | 'mouseupoutside'\n // 右键操作\n | 'rightdown'\n | 'rightup'\n | 'rightupoutside'\n | 'click'\n // 双击\n | 'dblclick'\n | 'mousemove'\n | 'mouseover'\n | 'mouseout'\n // 不会冒泡\n | 'mouseenter'\n // 不会冒泡\n | 'mouseleave'\n | 'wheel'\n | 'tap'\n | 'touchstart'\n | 'touchend'\n | 'touchendoutside'\n | 'touchmove'\n | 'touchcancel'\n // dragNdrop\n | 'dragstart'\n | 'drag'\n | 'dragenter'\n | 'dragleave'\n | 'dragover'\n | 'dragend'\n | 'drop'\n // gesture\n | 'pan'\n | 'panstart'\n | 'panend'\n | 'press'\n | 'pressup'\n | 'pressend'\n | 'pinch'\n | 'pinchstart'\n | 'pinchend'\n | 'swipe';\n"]}
@@ -32,7 +32,7 @@ export type ITransform = {
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  angle: number;
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  alpha: number;
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  beta: number;
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- scaleCenter: [number, number];
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+ scaleCenter: [number | string, number | string];
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  anchor: [number | string, number | string];
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  anchor3d: [number | string, number | string, number] | [number | string, number | string];
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  postMatrix: IMatrix;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IOBBBounds, IMatrix, IPointLike, IPoint } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number, number];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center' | 'baseline' | 'stretch';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\nexport type IGraphicStyle = IFillStyle &\n IStrokeStyle & {\n opacity: number;\n backgroundMode: number; // 填充模式(与具体图元有关)\n background: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n // HTML的dom或者string\n html: {\n dom: string | HTMLElement; // dom字符串或者dom\n container: string | HTMLElement | null; // id或者dom\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style: string | Record<string, any>; // 容器的样式\n visible?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n };\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n};\n\nexport type IGraphicAnimateParams = {\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n\n bindDom?: Map<string | HTMLElement, { container: HTMLElement | string; dom: HTMLElement; wrapGroup: HTMLDivElement }>;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
1
+ {"version":3,"sources":["../src/interface/graphic.ts"],"names":[],"mappings":"","file":"graphic.js","sourcesContent":["import type { IAABBBounds, IOBBBounds, IMatrix, IPointLike, IPoint } from '@visactor/vutils';\nimport type { IAnimate, IStep, EasingType, IAnimateTarget } from './animate';\nimport type { IColor } from './color';\nimport type { IGroup } from './graphic/group';\nimport type { IShadowRoot } from './graphic/shadow-root';\nimport type { ILayer } from './layer';\nimport type { INode } from './node-tree';\nimport type { ICustomPath2D } from './path';\nimport type { IStage } from './stage';\nimport type { IGlyphGraphicAttribute } from './graphic/glyph';\nimport type { IContainPointMode } from '../common/enums';\nimport type { IFace3d } from './graphic/face3d';\n\ntype IStrokeSeg = {\n start: number; // 百分比\n // end和length二选一\n end: number; // 百分比\n length: number; // 像素长度\n};\n\n// TODO 最后加一个any\nexport type GraphicType =\n | 'area'\n | 'circle'\n | 'ellipse'\n | 'line'\n | 'rect'\n | 'rect3d'\n | 'path'\n | 'richtext'\n | 'text'\n | 'arc'\n | 'arc3d'\n | 'image'\n | 'symbol'\n | 'group'\n | 'shadowroot'\n | 'polygon'\n | 'pyramid3d'\n | 'glyph';\n\n// Cursor style\n// See: https://developer.mozilla.org/en-US/docs/Web/CSS/cursor\nexport type Cursor =\n | 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'grab'\n | 'grabbing'\n | 'all-scroll'\n | 'col-resize'\n | 'row-resize'\n | 'n-resize'\n | 'e-resize'\n | 's-resize'\n | 'w-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'ew-resize'\n | 'ns-resize'\n | 'nesw-resize'\n | 'nwse-resize'\n | 'zoom-in'\n | 'zoom-out';\n\nexport type ITransform = {\n x: number;\n y: number;\n z: number;\n dx: number;\n dy: number;\n dz: number;\n scrollX: number;\n scrollY: number;\n scaleX: number;\n scaleY: number;\n scaleZ: number;\n angle: number;\n alpha: number;\n beta: number;\n scaleCenter: [number | string, number | string];\n anchor: [number | string, number | string]; // 基于AABB的锚点位置,用于简单的定位某些path\n anchor3d: [number | string, number | string, number] | [number | string, number | string]; // 3d的锚点位置\n postMatrix: IMatrix;\n};\n\nexport type IFillType = boolean | string | IColor;\nexport type IFillStyle = {\n fillOpacity: number;\n shadowBlur: number;\n shadowColor: string;\n shadowOffsetX: number;\n shadowOffsetY: number;\n fill: IFillType;\n};\n\nexport type ILayout = {\n alignSelf: 'auto' | 'flex-start' | 'flex-end' | 'center' | 'baseline' | 'stretch';\n};\n\nexport type IBorderStyle = Omit<IStrokeStyle, 'outerBorder' | 'innerBorder'> & {\n distance: number | string;\n visible?: boolean;\n};\n\nexport type IStrokeType = boolean | string | IColor | null;\nexport type IStrokeStyle = {\n outerBorder: Partial<IBorderStyle>;\n innerBorder: Partial<IBorderStyle>;\n strokeOpacity: number;\n lineDash: number[];\n lineDashOffset: number;\n lineWidth: number;\n lineCap: CanvasLineCap;\n lineJoin: CanvasLineJoin;\n miterLimit: number;\n // 描边的boundsBuffer,用于控制bounds的buffer\n strokeBoundsBuffer: number;\n /**\n * stroke - true 全描边\n * stroke - false 不描边\n * stroke 为数值类型,适用于rect\\arc等图形,用于配置部分描边的场景,其中\n *\n * 0b00000 - 不描边\n * 0b000001 - top\n * 0b000010 - right\n * 0b000100 - bottom\n * 0b001000 - left\n * 相应的:\n * 0b000011 - top + right\n * 0b000111 - top + right + bottom\n * 0b001111 - 全描边\n *\n * stroke - boolean[],适用于rect\\arc等图形,用于配置部分描边的场景\n */\n stroke: IStrokeType[] | IStrokeType;\n};\n\ntype TextureType = 'circle' | 'diamond' | 'rect' | 'vertical-line' | 'horizontal-line' | 'bias-lr' | 'bias-rl' | 'grid';\n\nexport type IConnectedStyle = {\n // 连接,取零或者断开\n connectedType: 'connect' | 'zero' | 'none';\n connectedStyle: {\n stroke: IStrokeStyle['stroke'];\n strokeOpacity: IStrokeStyle['strokeOpacity'];\n lineDash: IStrokeStyle['lineDash'];\n lineDashOffset: IStrokeStyle['lineDashOffset'];\n lineCap: IStrokeStyle['lineCap'];\n lineJoin: IStrokeStyle['lineJoin'];\n lineWidth: IStrokeStyle['lineWidth'];\n fill: IFillStyle['fill'];\n fillOpacity: IFillStyle['fillOpacity'];\n };\n connectedX: number;\n connectedY: number;\n};\n\nexport type IBackgroundConfig = {\n stroke?: string | boolean;\n fill?: string | boolean;\n lineWidth?: number;\n cornerRadius?: number;\n expandX?: number;\n expandY?: number;\n};\n\nexport type IGraphicStyle = IFillStyle &\n IStrokeStyle & {\n opacity: number;\n backgroundMode: number; // 填充模式(与具体图元有关)\n background: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig | null; // 背景,可以与fill同时存在\n texture: TextureType | string; // 纹理\n textureColor: string; // 纹理颜色\n textureSize: number; // 纹理大小\n texturePadding: number; // 纹理间隙\n blur: number;\n cursor: Cursor | null; // 鼠标样式\n // HTML的dom或者string\n html: {\n dom: string | HTMLElement; // dom字符串或者dom\n container: string | HTMLElement | null; // id或者dom\n width: number; // 容器的宽度\n height: number; // 容器的高度\n style: string | Record<string, any>; // 容器的样式\n visible?: boolean;\n anchorType?: 'position' | 'boundsLeftTop';\n } | null;\n };\n\nexport type IDebugType = {\n _debug_bounds: boolean | ((c: any, g: any) => void);\n};\nexport type IGraphicAttribute = IDebugType &\n IGraphicStyle &\n ITransform & {\n /**\n * stroke百分比\n */\n strokeSeg: IStrokeSeg | null;\n // 包围盒的padding\n boundsPadding: number | number[];\n /**\n * 选择模式,精确模式,粗糙模式(包围盒模式),自定义模式\n */\n pickMode: 'accurate' | 'imprecise' | 'custom';\n boundsMode: 'accurate' | 'imprecise';\n customPickShape: () => boolean | null;\n /**\n * 是否支持事件拾取,默认为 true。\n * @default true\n */\n pickable: boolean;\n /**\n * 对于 group 节点,是否支持其子元素的事件拾取,默认为 true。\n * 如果 group `pickable` 关闭,`childrenPickable` 开启,那么 group 的子节点仍参与事件拾取\n * @default true\n */\n childrenPickable: boolean;\n /**\n * 元素是否可见。\n * @default true\n */\n visible: boolean;\n zIndex: number;\n layout: any;\n /**\n * 是否在3d中控制方向\n * false: 不控制方向\n * true: 始终控制方向朝摄像机\n */\n keepDirIn3d?: boolean;\n shadowRootIdx: number;\n };\n\nexport interface IGraphicJson<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>> {\n attribute: Partial<T>;\n _uid: number;\n type: string;\n name: string;\n children: IGraphicJson<T>[];\n}\n\n/** the context of setAttribute */\nexport type ISetAttributeContext = {\n /** type of setAttribute */\n type?: number;\n animationState?: {\n step?: IStep;\n isFirstFrameOfStep?: boolean;\n /** ratio of animation */\n ratio?: number;\n /** is animation end? */\n end?: boolean;\n };\n};\n\nexport type IGraphicAnimateParams = {\n id?: number | string;\n onStart?: () => void;\n onFrame?: (step: IStep, ratio: number) => void;\n onEnd?: () => void;\n onRemove?: () => void;\n interpolate?: (key: string, ratio: number, from: any, to: any, nextAttributes: any) => boolean;\n};\n\nexport interface IGraphic<T extends Partial<IGraphicAttribute> = Partial<IGraphicAttribute>>\n extends INode,\n IAnimateTarget {\n type?: GraphicType;\n numberType?: number;\n stage?: IStage;\n layer?: ILayer;\n shadowRoot?: IShadowRoot;\n glyphHost?: IGraphic<IGlyphGraphicAttribute>;\n backgroundImg?: boolean;\n\n bindDom?: Map<string | HTMLElement, { container: HTMLElement | string; dom: HTMLElement; wrapGroup: HTMLDivElement }>;\n\n valid: boolean;\n parent: IGroup | null;\n isContainer?: boolean;\n // 是否是3d模式(是否应用3d视角)\n in3dMode?: boolean;\n\n // 上次更新的stamp\n stamp?: number;\n animationBackUps?: {\n from: Record<string, any>;\n to: Record<string, any>;\n };\n\n attribute: Partial<T>;\n\n /** 用于实现morph动画场景,转换成bezier曲线渲染 */\n pathProxy?: ICustomPath2D | ((attrs: T) => ICustomPath2D);\n incremental?: number;\n incrementalAt?: number;\n\n /** 记录state对应的图形属性 */\n states?: Record<string, Partial<T>>;\n normalAttrs?: Partial<T>;\n stateProxy?: (stateName: string, targetStates?: string[]) => Partial<T>;\n findFace?: () => IFace3d;\n toggleState: (stateName: string, hasAnimation?: boolean) => void;\n removeState: (stateName: string, hasAnimation?: boolean) => void;\n clearStates: (hasAnimation?: boolean) => void;\n useStates: (states: string[], hasAnimation?: boolean) => void;\n addState: (stateName: string, keepCurrentStates?: boolean, hasAnimation?: boolean) => void;\n hasState: (stateName?: string) => boolean;\n getState: (stateName: string) => Partial<T>;\n onBeforeAttributeUpdate?: (\n val: any,\n attributes: Partial<T>,\n key: null | string | string[],\n context?: ISetAttributeContext\n ) => T | undefined;\n applyStateAttrs: (attrs: Partial<T>, stateNames: string[], hasAnimation?: boolean, isClear?: boolean) => void;\n updateNormalAttrs: (stateAttrs: Partial<T>) => void;\n\n // get\n readonly AABBBounds: IAABBBounds; // 用于获取当前节点的AABB包围盒\n readonly OBBBounds: IOBBBounds; // 获取OBB包围盒,旋转防重叠需要用\n readonly globalAABBBounds: IAABBBounds; // 全局AABB包围盒\n readonly transMatrix: IMatrix; // 变换矩阵,动态计算\n readonly globalTransMatrix: IMatrix; // 变换矩阵,动态计算\n\n getOffsetXY: (attr?: ITransform) => IPoint;\n\n // function\n containsPoint: (x: number, y: number, mode?: IContainPointMode) => boolean;\n\n setMode: (mode: '3d' | '2d') => void;\n isValid: () => boolean;\n\n // TODO: transform API\n // 基于当前transform的变换,普通用户尽量别用,拿捏不住的~\n translate: (x: number, y: number) => this;\n translateTo: (x: number, y: number) => this;\n scale: (scaleX: number, scaleY: number, scaleCenter?: IPointLike) => this;\n scaleTo: (scaleX: number, scaleY: number) => this;\n rotate: (angle: number, rotateCenter?: IPointLike) => this;\n rotateTo: (angle: number) => this;\n skewTo: (b: number, c: number) => this;\n addUpdateBoundTag: () => void;\n addUpdateShapeAndBoundsTag: () => void;\n addUpdateLayoutTag: () => void;\n\n update: (d?: { bounds: boolean; trans: boolean }) => void;\n\n // animate\n animate: (params?: IGraphicAnimateParams) => IAnimate;\n\n // 语法糖,可有可无,有的为了首屏性能考虑做成get方法,有的由外界直接托管,内部不赋值\n name?: string;\n\n // 供render处理shape缓存tag\n shouldUpdateShape: () => boolean;\n clearUpdateShapeTag: () => void;\n\n // // 供render缓存shape\n // cacheShape?: ICustomPath2D;\n // // 线段使用的path2D\n // cacheLine?: ISegPath2D | ISegPath2D[];\n // // 面积图使用的path2D\n // cacheArea?: IAreaCacheItem | IAreaCacheItem[];\n\n setAttributes: (params: Partial<T>, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n initAttributes: (params: Partial<T>) => void;\n\n setAttribute: (key: string, value: any, forceUpdateTag?: boolean, context?: ISetAttributeContext) => void;\n\n setStage: (stage?: IStage, layer?: ILayer) => void;\n onSetStage: (cb: (g: IGraphic, stage: IStage) => void) => void;\n\n shouldUpdateAABBBounds: () => boolean;\n shouldSelfChangeUpdateAABBBounds: () => boolean;\n shouldUpdateGlobalMatrix: () => boolean;\n\n addUpdatePositionTag: () => void;\n addUpdateGlobalPositionTag: () => void;\n\n attachShadow: () => IShadowRoot;\n detachShadow: () => void;\n\n toJson: () => IGraphicJson;\n\n /** 创建pathProxy */\n createPathProxy: (path?: string) => void;\n /** 将图形转换成CustomPath2D */\n toCustomPath?: () => ICustomPath2D;\n\n resources?: Map<\n string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig,\n { state: 'init' | 'loading' | 'success' | 'fail'; data?: HTMLImageElement | HTMLCanvasElement }\n >;\n imageLoadSuccess: (url: string, data: HTMLImageElement) => void;\n imageLoadFail: (url: string) => void;\n\n clone: () => IGraphic;\n stopAnimates: (stopChildren?: boolean) => void;\n getNoWorkAnimateAttr: () => Record<string, number>;\n}\n\nexport interface IRoot extends IGraphic {\n pick: (x: number, y: number) => IGraphic;\n}\n\n/**\n * 动画配置\n */\nexport type IAnimateConfig = {\n duration?: number;\n easing?: EasingType;\n};\n\nexport type GraphicReleaseStatus = 'released' | 'willRelease';\n"]}
@@ -61,7 +61,7 @@ let CommonDrawItemInterceptorContribution = class {
61
61
  drawItem(graphic, renderService, drawContext, drawContribution, params) {
62
62
  if (!graphic.attribute._debug_bounds) return !1;
63
63
  const {context: context} = drawContext;
64
- context.highPerformanceSave();
64
+ context.highPerformanceSave(), context.setTransformFromMatrix(graphic.parent.globalTransMatrix, !0);
65
65
  const b = graphic.AABBBounds;
66
66
  return !0 !== graphic.attribute._debug_bounds && graphic.attribute._debug_bounds(context, graphic),
67
67
  context.strokeRect(b.x1, b.y1, b.width(), b.height()), context.highPerformanceRestore(),
@@ -1 +1 @@
1
- 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{ injectable } from 'inversify';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicAttribute,\n IGraphicRenderDrawParams,\n IGroup,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n@injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx < 0) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext);\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n }\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx < 0) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n // context.transformFromMatrix(graphic.transMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n@injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = ((a.attribute.startAngle ?? 0) + (a.attribute.endAngle ?? 0)) / 2;\n let angle2 = ((b.attribute.startAngle ?? 0) + (b.attribute.endAngle ?? 0)) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n drawContext.hack_pieFace = 'outside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制内部\n drawContext.hack_pieFace = 'inside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制顶部\n drawContext.hack_pieFace = 'top';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n drawContribution.renderGroup(graphic as IGroup, drawContext, true);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n }\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
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{ injectable } from 'inversify';\nimport { AABBBounds, pi2 } from '@visactor/vutils';\nimport { mat3Tomat4, multiplyMat4Mat4 } from '../../../graphic';\nimport type {\n IArc,\n IContext2d,\n IDrawContext,\n IDrawContribution,\n IDrawItemInterceptorContribution,\n IGraphic,\n IGraphicAttribute,\n IGraphicRenderDrawParams,\n IGroup,\n IRenderService\n} from '../../../interface';\nimport { mat4Allocate } from '../../../allocator/matrix-allocate';\nimport { ARC3D_NUMBER_TYPE } from '../../../graphic/constants';\n\n// 拦截器\nexport const DrawItemInterceptor = Symbol.for('DrawItemInterceptor');\n\n// @injectable()\n// export class DefaultDrawItemInterceptor implements IDrawItemInterceptor {\n// drawItem(graphic: IGraphic, renderService: IRenderService, params?: IGraphicRenderDrawParams): boolean {\n// return false;\n// }\n// }\n\nconst tempDirtyBounds = new AABBBounds();\n/**\n * 影子节点拦截器,用于渲染影子节点\n */\n@injectable()\nexport class ShadowRootDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx < 0) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.shadowRoot) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.transformFromMatrix(graphic.transMatrix, true);\n\n // 变换dirtyBounds\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n tempDirtyBounds.copy(drawContribution.dirtyBounds);\n const m = graphic.globalTransMatrix.getInverse();\n drawContribution.dirtyBounds.copy(drawContribution.backupDirtyBounds).transformWithMatrix(m);\n }\n\n // 设置context的transform到上一个节点\n drawContribution.renderGroup(graphic.shadowRoot, drawContext);\n\n context.highPerformanceRestore();\n\n if (drawContribution.dirtyBounds && drawContribution.backupDirtyBounds) {\n drawContribution.dirtyBounds.copy(tempDirtyBounds);\n }\n\n return true;\n }\n}\n\n@injectable()\nexport class CommonDrawItemInterceptorContribution implements IDrawItemInterceptorContribution {\n order: number = 1;\n afterDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx > 0 || !graphic.attribute.shadowRootIdx) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (graphic.attribute.shadowRootIdx < 0) {\n this.drawItem(graphic, renderService, drawContext, drawContribution, params);\n }\n return false;\n }\n\n protected drawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ): boolean {\n if (!graphic.attribute._debug_bounds) {\n return false;\n }\n\n const { context } = drawContext;\n context.highPerformanceSave();\n // 直接transform\n context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);\n\n const b = graphic.AABBBounds;\n\n if (graphic.attribute._debug_bounds !== true) {\n graphic.attribute._debug_bounds(context, graphic);\n }\n context.strokeRect(b.x1, b.y1, b.width(), b.height());\n\n context.highPerformanceRestore();\n\n return true;\n }\n}\n\n/**\n * 3d拦截器,用于渲染3d视角\n */\n@injectable()\nexport class Canvas3DDrawItemInterceptor implements IDrawItemInterceptorContribution {\n // canvas?: ICanvas;\n order: number = 1;\n\n beforeDrawItem(\n graphic: IGraphic,\n renderService: IRenderService,\n drawContext: IDrawContext,\n drawContribution: IDrawContribution,\n params?: IGraphicRenderDrawParams\n ) {\n if (!graphic.in3dMode || drawContext.in3dInterceptor) {\n return false;\n }\n\n drawContext.in3dInterceptor = true;\n const { context, stage } = renderService.drawParams;\n const canvas = context.canvas;\n\n // 使用3d模式渲染\n context.save();\n this.initCanvasCtx(context);\n context.camera = stage.camera;\n\n // 将三维矩阵换成四维矩阵\n const m = context.currentMatrix;\n m.a /= context.dpr;\n m.b /= context.dpr;\n m.c /= context.dpr;\n m.d /= context.dpr;\n m.e /= context.dpr;\n m.f /= context.dpr;\n const matrix = mat4Allocate.allocate();\n mat3Tomat4(matrix, m);\n const lastModelMatrix = context.modelMatrix;\n if (lastModelMatrix) {\n if (matrix) {\n const m = mat4Allocate.allocate();\n context.modelMatrix = multiplyMat4Mat4(m, lastModelMatrix, matrix);\n }\n } else {\n context.modelMatrix = matrix;\n }\n context.setTransform(1, 0, 0, 1, 0, 0, true);\n\n // 设置context的transform到上一个节点\n if (graphic.isContainer) {\n // hack逻辑,如果是饼图的话,需要依次绘制不同的边\n let isPie: boolean = false;\n let is3d: boolean = false;\n graphic.forEachChildren((c: IGraphic) => {\n isPie = c.numberType === ARC3D_NUMBER_TYPE;\n return !isPie;\n });\n graphic.forEachChildren((c: IGraphic) => {\n is3d = !!c.findFace;\n return !is3d;\n });\n if (isPie) {\n const children = graphic.getChildren() as IArc[];\n // 绘制内层\n // drawContext.hack_pieFace = 'inside';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制底部\n // drawContext.hack_pieFace = 'bottom';\n // drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制外部\n // 排序一下\n const sortedChildren = [...children];\n sortedChildren.sort((a, b) => {\n let angle1 = ((a.attribute.startAngle ?? 0) + (a.attribute.endAngle ?? 0)) / 2;\n let angle2 = ((b.attribute.startAngle ?? 0) + (b.attribute.endAngle ?? 0)) / 2;\n while (angle1 < 0) {\n angle1 += pi2;\n }\n while (angle2 < 0) {\n angle2 += pi2;\n }\n return angle2 - angle1;\n });\n sortedChildren.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n graphic.removeAllChild();\n graphic.update();\n sortedChildren.forEach(c => {\n graphic.appendChild(c);\n });\n drawContext.hack_pieFace = 'outside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制内部\n drawContext.hack_pieFace = 'inside';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n // 绘制顶部\n drawContext.hack_pieFace = 'top';\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n graphic.removeAllChild();\n children.forEach(c => {\n c._next = null;\n c._prev = null;\n });\n children.forEach(c => {\n graphic.appendChild(c);\n });\n } else if (is3d) {\n // 排序这些图元\n const children = graphic.getChildren() as IGraphic[];\n const zChildren = children.map(g => {\n const face3d = g.findFace();\n const vertices = face3d.vertices;\n // 计算每个顶点的view\n const viewdVerticesZ = vertices.map(v => {\n return context.view(v[0], v[1], v[2] + g.attribute.z ?? 0)[2];\n });\n const ave_z = viewdVerticesZ.reduce((a, b) => a + b, 0);\n return {\n ave_z,\n g\n };\n });\n zChildren.sort((a, b) => b.ave_z - a.ave_z);\n graphic.removeAllChild();\n zChildren.forEach(i => {\n i.g._next = null;\n i.g._prev = null;\n });\n graphic.update();\n zChildren.forEach(i => {\n graphic.add(i.g);\n });\n\n drawContribution.renderGroup(graphic as IGroup, drawContext, true);\n\n graphic.removeAllChild();\n children.forEach(g => {\n g._next = null;\n g._prev = null;\n });\n graphic.update();\n children.forEach(g => {\n graphic.add(g);\n });\n } else {\n drawContribution.renderGroup(graphic as IGroup, drawContext);\n }\n } else {\n drawContribution.renderItem(graphic, drawContext);\n }\n context.camera = null;\n context.restore();\n\n if (context.modelMatrix !== lastModelMatrix) {\n mat4Allocate.free(context.modelMatrix);\n }\n context.modelMatrix = lastModelMatrix;\n\n drawContext.in3dInterceptor = false;\n return true;\n }\n\n initCanvasCtx(context: IContext2d) {\n context.setTransformForCurrent();\n }\n}\n"]}
package/dist/index.js CHANGED
@@ -17113,6 +17113,7 @@
17113
17113
  ResourceLoader.cache = new Map();
17114
17114
 
17115
17115
  const tempMatrix = new Matrix();
17116
+ const tempBounds$1 = new AABBBounds();
17116
17117
  const PURE_STYLE_KEY = [
17117
17118
  'stroke',
17118
17119
  'opacity',
@@ -17628,15 +17629,39 @@
17628
17629
  var _a, _b, _c, _d;
17629
17630
  if (hasAnimation) {
17630
17631
  const keys = Object.keys(attrs);
17631
- const animateAttrs = isClear
17632
- ? keys.reduce((res, key) => {
17633
- res[key] = attrs[key] === undefined ? this.getDefaultAttribute(key) : attrs[key];
17634
- return res;
17635
- }, {})
17636
- : attrs;
17632
+ const noWorkAAttr = this.getNoWorkAnimateAttr();
17633
+ const animateAttrs = {};
17634
+ let noAnimateAttrs;
17635
+ if (isClear) {
17636
+ keys.forEach(key => {
17637
+ if (!noWorkAAttr[key]) {
17638
+ animateAttrs[key] = attrs[key] === undefined ? this.getDefaultAttribute(key) : attrs[key];
17639
+ }
17640
+ else {
17641
+ if (!noAnimateAttrs) {
17642
+ noAnimateAttrs = {};
17643
+ }
17644
+ noAnimateAttrs[key] = attrs[key];
17645
+ }
17646
+ });
17647
+ }
17648
+ else {
17649
+ keys.forEach(key => {
17650
+ if (!noWorkAAttr[key]) {
17651
+ animateAttrs[key] = attrs[key];
17652
+ }
17653
+ else {
17654
+ if (!noAnimateAttrs) {
17655
+ noAnimateAttrs = {};
17656
+ }
17657
+ noAnimateAttrs[key] = attrs[key];
17658
+ }
17659
+ });
17660
+ }
17637
17661
  const animate = this.animate();
17638
17662
  animate.stateNames = stateNames;
17639
17663
  animate.to(animateAttrs, (_b = (_a = this.stateAnimateConfig) === null || _a === void 0 ? void 0 : _a.duration) !== null && _b !== void 0 ? _b : DefaultStateAnimateConfig.duration, (_d = (_c = this.stateAnimateConfig) === null || _c === void 0 ? void 0 : _c.easing) !== null && _d !== void 0 ? _d : DefaultStateAnimateConfig.easing);
17664
+ noAnimateAttrs && this.setAttributes(noAnimateAttrs, false, { type: exports.AttributeUpdateType.STATE });
17640
17665
  }
17641
17666
  else {
17642
17667
  this.setAttributes(attrs, false, { type: exports.AttributeUpdateType.STATE });
@@ -17789,26 +17814,44 @@
17789
17814
  needUpdateLayout() {
17790
17815
  return !!(this._updateTag & exports.UpdateTag.UPDATE_LAYOUT);
17791
17816
  }
17817
+ getAnchor(anchor, params) {
17818
+ const _anchor = [0, 0];
17819
+ const getBounds = () => {
17820
+ if (params.b) {
17821
+ return params.b;
17822
+ }
17823
+ const { scaleX, scaleY, angle } = this.attribute;
17824
+ tempBounds$1.copy(this._AABBBounds);
17825
+ this.setAttributes({ scaleX: 1, scaleY: 1, angle: 0 });
17826
+ params.b = this.AABBBounds.clone();
17827
+ this._AABBBounds.copy(tempBounds$1);
17828
+ this.setAttributes({ scaleX, scaleY, angle });
17829
+ return params.b;
17830
+ };
17831
+ if (typeof anchor[0] === 'string') {
17832
+ const ratio = parseFloat(anchor[0]) / 100;
17833
+ const bounds = getBounds();
17834
+ _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;
17835
+ }
17836
+ else {
17837
+ _anchor[0] = anchor[0];
17838
+ }
17839
+ if (typeof anchor[1] === 'string') {
17840
+ const ratio = parseFloat(anchor[1]) / 100;
17841
+ const bounds = getBounds();
17842
+ _anchor[1] = bounds.y1 + (bounds.y2 - bounds.y1) * ratio;
17843
+ }
17844
+ else {
17845
+ _anchor[1] = anchor[1];
17846
+ }
17847
+ return _anchor;
17848
+ }
17792
17849
  doUpdateLocalMatrix() {
17793
17850
  const { x = DefaultTransform.x, y = DefaultTransform.y, scaleX = DefaultTransform.scaleX, scaleY = DefaultTransform.scaleY, angle = DefaultTransform.angle, scaleCenter, anchor, postMatrix } = this.attribute;
17794
- const _anchor = [0, 0];
17851
+ let _anchor = [0, 0];
17852
+ const params = {};
17795
17853
  if (anchor) {
17796
- if (typeof anchor[0] === 'string') {
17797
- const ratio = parseFloat(anchor[0]) / 100;
17798
- const bounds = this.AABBBounds;
17799
- _anchor[0] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;
17800
- }
17801
- else {
17802
- _anchor[0] = anchor[0];
17803
- }
17804
- if (typeof anchor[1] === 'string') {
17805
- const ratio = parseFloat(anchor[1]) / 100;
17806
- const bounds = this.AABBBounds;
17807
- _anchor[1] = bounds.x1 + (bounds.x2 - bounds.x1) * ratio;
17808
- }
17809
- else {
17810
- _anchor[1] = anchor[1];
17811
- }
17854
+ _anchor = this.getAnchor(anchor, params);
17812
17855
  }
17813
17856
  if (scaleCenter && (scaleX !== 1 || scaleY !== 1)) {
17814
17857
  const m = this._transMatrix;
@@ -17817,7 +17860,8 @@
17817
17860
  m.rotate(angle);
17818
17861
  m.translate(-_anchor[0], -_anchor[1]);
17819
17862
  m.translate(x, y);
17820
- application.transformUtil.fromMatrix(m, m).scale(scaleX, scaleY, { x: scaleCenter[0], y: scaleCenter[1] });
17863
+ _anchor = this.getAnchor(scaleCenter, params);
17864
+ application.transformUtil.fromMatrix(m, m).scale(scaleX, scaleY, { x: _anchor[0], y: _anchor[1] });
17821
17865
  }
17822
17866
  else {
17823
17867
  normalTransform(this._transMatrix, this._transMatrix.reset(), x, y, scaleX, scaleY, angle, anchor && _anchor);
@@ -25666,7 +25710,7 @@
25666
25710
  if (outerBorder) {
25667
25711
  const defaultOuterBorder = theme.outerBorder;
25668
25712
  const { distance = defaultOuterBorder.distance, lineWidth = defaultOuterBorder.lineWidth } = outerBorder;
25669
- aabbBounds.expand(distance + shadowBlur + lineWidth / 2);
25713
+ aabbBounds.expand(distance + (shadowBlur + lineWidth) / 2);
25670
25714
  }
25671
25715
  return aabbBounds;
25672
25716
  }
@@ -25689,7 +25733,7 @@
25689
25733
  if (outerBorder) {
25690
25734
  const defaultOuterBorder = symbolTheme.outerBorder;
25691
25735
  const { distance = defaultOuterBorder.distance, lineWidth = defaultOuterBorder.lineWidth } = outerBorder;
25692
- boundStroke(aabbBounds, distance + shadowBlur + lineWidth / 2, true, strokeBoundsBuffer);
25736
+ boundStroke(aabbBounds, distance + (shadowBlur + lineWidth) / 2, true, strokeBoundsBuffer);
25693
25737
  }
25694
25738
  return aabbBounds;
25695
25739
  }
@@ -35712,6 +35756,7 @@
35712
35756
  }
35713
35757
  const { context } = drawContext;
35714
35758
  context.highPerformanceSave();
35759
+ context.setTransformFromMatrix(graphic.parent.globalTransMatrix, true);
35715
35760
  const b = graphic.AABBBounds;
35716
35761
  if (graphic.attribute._debug_bounds !== true) {
35717
35762
  graphic.attribute._debug_bounds(context, graphic);
@@ -40503,7 +40548,7 @@
40503
40548
  }
40504
40549
  const Fragment = Group;
40505
40550
 
40506
- const version = "0.15.3-alpha.9";
40551
+ const version = "0.15.4";
40507
40552
 
40508
40553
  exports.ACustomAnimate = ACustomAnimate;
40509
40554
  exports.ARC3D_NUMBER_TYPE = ARC3D_NUMBER_TYPE;