@visactor/vrender 0.15.3 → 0.15.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (61) hide show
  1. package/cjs/allocator/canvas-allocate.js +2 -1
  2. package/cjs/animate/default-ticker.js +1 -2
  3. package/cjs/canvas/constants.js +1 -1
  4. package/cjs/canvas/empty-context.js +1 -1
  5. package/cjs/canvas/index.js +1 -1
  6. package/cjs/canvas/util.js +1 -1
  7. package/cjs/common/custom-path2d.js +1 -2
  8. package/cjs/common/morphing-utils.js +2 -1
  9. package/cjs/core/application.js +1 -2
  10. package/cjs/core/global-module.js +0 -2
  11. package/cjs/core/layer-service.js +1 -1
  12. package/cjs/core/layer.js +1 -1
  13. package/cjs/core/light.js +1 -1
  14. package/cjs/core/stage.js +1 -1
  15. package/cjs/graphic/graphic-service/common-contribution.d.ts +2 -2
  16. package/cjs/graphic/graphic-service/common-contribution.js +1 -1
  17. package/cjs/graphic/graphic-service/common-contribution.js.map +1 -1
  18. package/cjs/graphic/graphic-service/symbol-contribution.js +1 -1
  19. package/cjs/graphic/graphic-service/symbol-contribution.js.map +1 -1
  20. package/cjs/graphic/graphic.d.ts +3 -0
  21. package/cjs/graphic/graphic.js +45 -19
  22. package/cjs/graphic/graphic.js.map +1 -1
  23. package/cjs/index.d.ts +1 -1
  24. package/cjs/index.js +1 -1
  25. package/cjs/index.js.map +1 -1
  26. package/cjs/interface/graphic.d.ts +1 -1
  27. package/cjs/interface/graphic.js.map +1 -1
  28. package/cjs/render/contributions/render/draw-interceptor.js +1 -1
  29. package/cjs/render/contributions/render/draw-interceptor.js.map +1 -1
  30. package/dist/index.js +72 -27
  31. package/dist/index.min.js +1 -1
  32. package/es/allocator/canvas-allocate.js +2 -1
  33. package/es/animate/default-ticker.js +1 -2
  34. package/es/canvas/constants.js +1 -1
  35. package/es/canvas/empty-context.js +1 -1
  36. package/es/canvas/index.js +1 -1
  37. package/es/canvas/util.js +1 -1
  38. package/es/common/custom-path2d.js +1 -2
  39. package/es/common/morphing-utils.js +2 -1
  40. package/es/core/application.js +1 -2
  41. package/es/core/global-module.js +0 -2
  42. package/es/core/layer-service.js +1 -1
  43. package/es/core/layer.js +1 -1
  44. package/es/core/light.js +1 -1
  45. package/es/core/stage.js +1 -1
  46. package/es/graphic/graphic-service/common-contribution.d.ts +2 -2
  47. package/es/graphic/graphic-service/common-contribution.js +1 -1
  48. package/es/graphic/graphic-service/common-contribution.js.map +1 -1
  49. package/es/graphic/graphic-service/symbol-contribution.js +1 -1
  50. package/es/graphic/graphic-service/symbol-contribution.js.map +1 -1
  51. package/es/graphic/graphic.d.ts +3 -0
  52. package/es/graphic/graphic.js +44 -19
  53. package/es/graphic/graphic.js.map +1 -1
  54. package/es/index.d.ts +1 -1
  55. package/es/index.js +1 -1
  56. package/es/index.js.map +1 -1
  57. package/es/interface/graphic.d.ts +1 -1
  58. package/es/interface/graphic.js.map +1 -1
  59. package/es/render/contributions/render/draw-interceptor.js +1 -1
  60. package/es/render/contributions/render/draw-interceptor.js.map +1 -1
  61. package/package.json +3 -3
@@ -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"]}
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.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";
40551
+ const version = "0.15.4";
40507
40552
 
40508
40553
  exports.ACustomAnimate = ACustomAnimate;
40509
40554
  exports.ARC3D_NUMBER_TYPE = ARC3D_NUMBER_TYPE;