vislite 0.1.0 → 0.2.0-alpha.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (112) hide show
  1. package/AUTHORS.txt +6 -6
  2. package/CHANGELOG +24 -1
  3. package/LICENSE +20 -20
  4. package/README.md +53 -38
  5. package/lib/Canvas/index.umd.js +135 -46
  6. package/lib/Canvas/index.umd.min.js +7 -3
  7. package/lib/Cardinal/index.umd.js +6 -2
  8. package/lib/Cardinal/index.umd.min.js +6 -2
  9. package/lib/Eoap/index.umd.js +9 -5
  10. package/lib/Eoap/index.umd.min.js +6 -2
  11. package/lib/Hermite/index.umd.js +6 -2
  12. package/lib/Hermite/index.umd.min.js +6 -2
  13. package/lib/Matrix4/index.umd.js +6 -2
  14. package/lib/Matrix4/index.umd.min.js +6 -2
  15. package/lib/Mercator/index.umd.js +42 -0
  16. package/lib/Mercator/index.umd.min.js +15 -0
  17. package/lib/OralCanvas/index.es.js +124 -44
  18. package/lib/OralCanvas/index.es.min.js +7 -3
  19. package/lib/OralWebGL/index.es.js +567 -0
  20. package/lib/OralWebGL/index.es.min.js +15 -0
  21. package/lib/SVG/index.umd.js +16 -5
  22. package/lib/SVG/index.umd.min.js +7 -3
  23. package/lib/WebGL/index.umd.js +626 -0
  24. package/lib/WebGL/index.umd.min.js +15 -0
  25. package/lib/animation/index.umd.js +6 -2
  26. package/lib/animation/index.umd.min.js +6 -2
  27. package/lib/getLoopColors/index.umd.js +6 -2
  28. package/lib/getLoopColors/index.umd.min.js +6 -2
  29. package/lib/index.umd.js +1514 -863
  30. package/lib/index.umd.min.js +7 -3
  31. package/lib/rotate/index.umd.js +6 -2
  32. package/lib/rotate/index.umd.min.js +6 -2
  33. package/lib/ruler/index.umd.js +6 -2
  34. package/lib/ruler/index.umd.min.js +6 -2
  35. package/lib/viewHandler/index.umd.js +129 -0
  36. package/lib/viewHandler/index.umd.min.js +15 -0
  37. package/miniprogram/ui-canvas/index.js +18 -3
  38. package/miniprogram/ui-canvas/index.json +4 -4
  39. package/miniprogram/ui-canvas/index.wxml +4 -4
  40. package/miniprogram/ui-canvas/index.wxss +5 -5
  41. package/package/Canvas/index.ts +1 -1
  42. package/package/Cardinal/index.ts +2 -2
  43. package/package/Eoap/index.ts +2 -2
  44. package/package/Hermite/index.ts +2 -2
  45. package/package/Matrix4/index.ts +2 -2
  46. package/package/Mercator/index.ts +3 -0
  47. package/package/OralCanvas/index.ts +1 -1
  48. package/package/OralWebGL/index.ts +2 -0
  49. package/package/SVG/index.ts +2 -2
  50. package/package/WebGL/index.ts +2 -0
  51. package/package/animation/index.ts +2 -2
  52. package/package/getLoopColors/index.ts +2 -2
  53. package/package/index.ts +32 -9
  54. package/package/rotate/index.ts +2 -2
  55. package/package/ruler/index.ts +2 -2
  56. package/package/viewHandler/index.ts +3 -0
  57. package/package.json +11 -2
  58. package/src/Canvas.ts +10 -1
  59. package/src/Eoap.ts +5 -5
  60. package/src/Matrix4/index.ts +76 -76
  61. package/src/Matrix4/move.ts +12 -12
  62. package/src/Matrix4/rotate.ts +15 -15
  63. package/src/Matrix4/scale.ts +11 -11
  64. package/src/Matrix4/transform.ts +64 -64
  65. package/src/Mercator.ts +27 -0
  66. package/src/SVG.ts +1 -1
  67. package/src/WebGL.ts +53 -0
  68. package/src/animation.ts +99 -99
  69. package/src/common/assemble.ts +23 -0
  70. package/src/common/canvas/arc.ts +50 -50
  71. package/src/common/canvas/config.ts +7 -6
  72. package/src/common/canvas/index.ts +29 -28
  73. package/src/common/canvas/painter.ts +51 -8
  74. package/src/common/canvas/texts.ts +19 -0
  75. package/src/common/setStyle.ts +5 -5
  76. package/src/common/svg/config.ts +127 -126
  77. package/src/common/svg/index.ts +13 -3
  78. package/src/common/svg/tool.ts +43 -42
  79. package/src/common/webgl/buffer.ts +80 -0
  80. package/src/common/webgl/doDraw.ts +97 -0
  81. package/src/common/webgl/getColorFactory.ts +27 -0
  82. package/src/common/webgl/getShader.ts +62 -0
  83. package/src/common/webgl/getTexture.ts +12 -0
  84. package/src/common/webgl/getWebGLContext.ts +28 -0
  85. package/src/common/webgl/index.ts +212 -0
  86. package/src/common/webgl/shader.ts +76 -0
  87. package/src/common/webgl/texture.ts +99 -0
  88. package/src/getLoopColors.ts +42 -42
  89. package/src/interpolation/Cardinal.ts +91 -91
  90. package/src/interpolation/Hermite.ts +65 -65
  91. package/src/rotate.ts +7 -7
  92. package/src/ruler.ts +99 -99
  93. package/src/viewHandler.ts +140 -0
  94. package/types/Canvas.d.ts +220 -283
  95. package/types/CanvasConfig.d.ts +81 -0
  96. package/types/Cardinal.d.ts +13 -13
  97. package/types/Hermite.d.ts +18 -18
  98. package/types/Map.d.ts +10 -0
  99. package/types/Matrix4.d.ts +42 -42
  100. package/types/Object3D.d.ts +106 -0
  101. package/types/SVG.d.ts +210 -264
  102. package/types/SVGConfig.d.ts +59 -0
  103. package/types/Scene3D.d.ts +7 -0
  104. package/types/WebGL.d.ts +29 -0
  105. package/types/animation.d.ts +6 -6
  106. package/types/getLoopColors.d.ts +2 -2
  107. package/types/index.d.ts +70 -26
  108. package/types/rotate.d.ts +2 -2
  109. package/types/ruler.d.ts +2 -2
  110. package/types/viewHandler.d.ts +13 -0
  111. package/uni-app/ui-canvas.vue +94 -20
  112. package/types/Eoap.d.ts +0 -10
@@ -0,0 +1,12 @@
1
+ import TextureObject from './texture'
2
+
3
+ let textures = {}
4
+ export default function (type: string, painter: WebGLRenderingContext, kind: string) {
5
+ let uniqueName = type + "-" + kind
6
+
7
+ if (!textures[uniqueName]) {
8
+ textures[uniqueName] = new TextureObject(painter, kind)
9
+ }
10
+
11
+ return textures[uniqueName]
12
+ }
@@ -0,0 +1,28 @@
1
+ interface OptsType {
2
+ preserveDrawingBuffer?: boolean
3
+ }
4
+ export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}) {
5
+ let names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"], painter = null
6
+ for (let i = 0; i < names.length; i++) {
7
+ try {
8
+ painter = canvas.getContext(names[i], opts)
9
+ } catch (e) { }
10
+ if (painter) break
11
+ }
12
+ if (!painter) throw new Error('Non canvas or browser does not support webgl.')
13
+
14
+ let width = painter.canvas.width, height = painter.canvas.height
15
+
16
+ let viewWidth = width * scale
17
+ let viewHeight = height * scale
18
+
19
+ painter.viewport((width - viewWidth) * 0.5, (height - viewHeight) * 0.5, viewWidth, viewHeight)
20
+
21
+ // https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/depthFunc
22
+ painter.depthFunc(painter.LEQUAL)
23
+
24
+ // 开启深度计算
25
+ painter.enable(painter.DEPTH_TEST);
26
+
27
+ return painter
28
+ }
@@ -0,0 +1,212 @@
1
+ import getWebGLContext from './getWebGLContext'
2
+ import Object3DType from '../../../types/Object3D'
3
+ import Scene3DType from '../../../types/Scene3D'
4
+ import getColorFactory from './getColorFactory'
5
+ import Matrix4 from '../../Matrix4/index'
6
+ import doDraw from './doDraw'
7
+ import assemble from '../assemble'
8
+
9
+ // 获取区域信息前是否需要刷新区域
10
+ let needUpdate = false
11
+
12
+ let scale = 10
13
+ class WebGL {
14
+
15
+ readonly name: string = "WebGL"
16
+
17
+ painter: WebGLRenderingContext
18
+ private __regionPainter: WebGLRenderingContext
19
+
20
+ private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
21
+
22
+ private __regionList = {} //区域映射表
23
+ private __regionAssemble = assemble(0, 1, 0.2, 3)
24
+
25
+ private __regionName = "" // 当前绘制的内容名称
26
+ private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
27
+
28
+ private __scene: Scene3DType = { // 记录着3D世界
29
+ children: [],
30
+
31
+ // 右手坐标系
32
+ matrix: new Matrix4([
33
+ 1, 0, 0, 0,
34
+ 0, 1, 0, 0,
35
+ 0, 0, -1, 0,
36
+ 0, 0, 0, scale
37
+ ])
38
+ }
39
+
40
+ private __proporion: number[]
41
+
42
+ private __unique: number
43
+
44
+ constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement) {
45
+ this.__unique = new Date().valueOf()
46
+
47
+ this.painter = getWebGLContext(ViewCanvas, scale)
48
+ this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
49
+
50
+ // 如果不设置,涉及到缓冲区的情况可能无法获取颜色
51
+ // preserveDrawingBuffer: true
52
+ })
53
+
54
+ let proportion = this.painter.canvas.width / this.painter.canvas.height
55
+
56
+ let xProportion = 1
57
+ let yProportion = 1
58
+
59
+ if (proportion > 1) {
60
+ xProportion = 1 / proportion
61
+ } else {
62
+ yProportion = proportion
63
+ }
64
+
65
+ let zProportion = Math.min(xProportion, yProportion)
66
+
67
+ this.__proporion = [
68
+ xProportion, 0, 0, 0,
69
+ 0, yProportion, 0, 0,
70
+ 0, 0, zProportion, 0,
71
+ 0, 0, 0, 1
72
+ ]
73
+
74
+ }
75
+
76
+ matrix(initMatrix4?: number[]) {
77
+ return new Matrix4(initMatrix4)
78
+ }
79
+
80
+ getMatrix() {
81
+ return this.__scene.matrix
82
+ }
83
+
84
+ getObject3D() {
85
+ return this.__scene.children
86
+ }
87
+
88
+ review(isUpdateRegion = false) {
89
+
90
+ if (isUpdateRegion) {
91
+ this.__regionPainter.clearColor(1, 1, 1, 1)
92
+ this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
93
+ } else {
94
+ this.painter.clearColor(1, 1, 1, 1)
95
+ this.painter.clear(this.painter.COLOR_BUFFER_BIT)
96
+ }
97
+
98
+ for (let index = 0; index < this.__scene.children.length; index++) {
99
+ this.draw(this.__scene.children[index], isUpdateRegion)
100
+ }
101
+ return this
102
+ }
103
+
104
+ private draw(object3D: Object3DType, isUpdateRegion = false) {
105
+ if (!isUpdateRegion) needUpdate = true
106
+
107
+ let meshWorld = {
108
+ matrix: object3D.matrix.value()
109
+ }
110
+
111
+ let globalWorld = {
112
+ matrix: this.__scene.matrix.value(),
113
+ proporion: this.__proporion
114
+ }
115
+
116
+ // 设置好当前区域
117
+ this.setRegion(object3D.region)
118
+
119
+ for (let index = 0; index < object3D.mesh.length; index++) {
120
+
121
+ if (isUpdateRegion) {
122
+ // 区域上
123
+ doDraw("painter" + this.__unique, this.__regionPainter, {
124
+ geometry: object3D.mesh[index].geometry,
125
+ material: {
126
+ color: {
127
+ r: this.__regionColor[0],
128
+ g: this.__regionColor[1],
129
+ b: this.__regionColor[2],
130
+ alpha: this.__regionColor[3]
131
+ }
132
+ }
133
+ }, meshWorld, globalWorld)
134
+ } else {
135
+ // 画布上
136
+ doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
137
+ }
138
+ }
139
+
140
+ this.__getColor = getColorFactory(this.__regionPainter)
141
+ }
142
+
143
+ render(object3D: Object3DType) {
144
+ if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
145
+ if (!('region' in object3D)) object3D.region = ""
146
+
147
+ // 对数据进行校对
148
+ for (let index = 0; index < object3D.mesh.length; index++) {
149
+ let mesh = object3D.mesh[index]
150
+
151
+ if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
152
+ mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
153
+ }
154
+
155
+ if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
156
+ mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
157
+ }
158
+
159
+ if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
160
+ mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
161
+ }
162
+
163
+ if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
164
+ mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
165
+ }
166
+
167
+ }
168
+
169
+ this.__scene.children.push(object3D)
170
+ this.draw(object3D)
171
+ }
172
+
173
+ // 设置当前绘制区域名称
174
+ setRegion(regionName: string | number) {
175
+ this.__regionName = regionName + ""
176
+
177
+ if (regionName) {
178
+ if (this.__regionList[regionName] == undefined) {
179
+ this.__regionList[regionName] = [... this.__regionAssemble(), 1]
180
+ }
181
+ this.__regionColor = this.__regionList[regionName]
182
+ } else {
183
+ this.__regionColor = [0, 0, 0, 1]
184
+ }
185
+ return this
186
+ }
187
+
188
+ // 获取当前事件触发的区域名称
189
+ getRegion(x: number, y: number): Promise<string> {
190
+ if (needUpdate) this.review(true)
191
+
192
+ needUpdate = false
193
+ return new Promise((resolve, reject) => {
194
+
195
+ let rgba = this.__getColor(x, y)
196
+
197
+ // 查找当前点击的区域
198
+ for (let key in this.__regionList) {
199
+ let currentRGBA = this.__regionList[key]
200
+ if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
201
+ resolve(key)
202
+ break
203
+ }
204
+ }
205
+ resolve("")
206
+
207
+ })
208
+ }
209
+
210
+ }
211
+
212
+ export default WebGL
@@ -0,0 +1,76 @@
1
+ // 着色器分为两类:顶点着色器 + 片段着色器
2
+ // 前者用于定义一个点的特性,比如位置,大小,颜色等
3
+ // 后者用于针对每个片段(可以理解为像素)进行处理
4
+
5
+ // 着色器采用的语言是:GLSL ES语言
6
+
7
+ // 把着色器字符串加载成着色器对象
8
+ let loadShader = (painter: WebGLRenderingContext, type: number, source: string) => {
9
+
10
+ // 创建着色器对象
11
+ let shader = painter.createShader(type)
12
+ if (shader == null) throw new Error('Unable to create shader!')
13
+
14
+ // 绑定资源
15
+ painter.shaderSource(shader, source)
16
+
17
+ // 编译着色器
18
+ painter.compileShader(shader)
19
+
20
+ // 检测着色器编译是否成功
21
+ if (!painter.getShaderParameter(shader, painter.COMPILE_STATUS))
22
+ throw new Error('Failed to compile shader:' + painter.getShaderInfoLog(shader))
23
+
24
+ return shader
25
+ }
26
+
27
+ // 建立着色器
28
+ let useShader = (painter: WebGLRenderingContext, vshaderSource: string, fshaderSource: string) => {
29
+
30
+ // 分别加载顶点着色器对象和片段着色器对象
31
+ let vertexShader = loadShader(painter, painter.VERTEX_SHADER, vshaderSource)
32
+ let fragmentShader = loadShader(painter, painter.FRAGMENT_SHADER, fshaderSource)
33
+
34
+ // 创建一个着色器程序
35
+ let glProgram = painter.createProgram()
36
+
37
+ // 把前面创建的两个着色器对象添加到着色器程序中
38
+ painter.attachShader(glProgram, vertexShader)
39
+ painter.attachShader(glProgram, fragmentShader)
40
+
41
+ // 把着色器程序链接成一个完整的程序
42
+ painter.linkProgram(glProgram)
43
+
44
+ // 检测着色器程序链接是否成功
45
+ if (!painter.getProgramParameter(glProgram, painter.LINK_STATUS))
46
+ throw new Error('Failed to link program: ' + painter.getProgramInfoLog(glProgram))
47
+
48
+ return glProgram
49
+ }
50
+
51
+ class ShaderObject {
52
+
53
+ private __painter: WebGLRenderingContext
54
+
55
+ program: WebGLProgram
56
+
57
+ constructor(painter: WebGLRenderingContext) {
58
+ this.__painter = painter
59
+ }
60
+
61
+ // 使用这个程序
62
+ // (后于编译)
63
+ use() {
64
+ this.__painter.useProgram(this.program)
65
+ return this
66
+ }
67
+
68
+ // 编译着色器程序
69
+ compile(vshaderSource: string, fshaderSource: string) {
70
+ this.program = useShader(this.__painter, vshaderSource, fshaderSource)
71
+ return this
72
+ }
73
+
74
+ }
75
+
76
+ export default ShaderObject
@@ -0,0 +1,99 @@
1
+ // 初始化一个纹理对象
2
+ // type = gl.TEXTURE_2D 二维纹理
3
+ // type = gl.TEXTURE_CUBE_MAP 立方体纹理
4
+ // unit表示开启的纹理单元编号
5
+ let initTexture = (painter: WebGLRenderingContext, type: number, unit: number) => {
6
+
7
+ // 创建纹理对象
8
+ let texture = painter.createTexture()
9
+
10
+ if (type == painter.TEXTURE_2D) {
11
+
12
+ // 开启纹理单元,unit表示开启的编号
13
+ painter.activeTexture(painter['TEXTURE' + unit])
14
+ }
15
+
16
+ // 绑定纹理对象到目标上
17
+ painter.bindTexture(type, texture)
18
+
19
+ return texture
20
+ }
21
+
22
+ // 链接资源图片
23
+ // level默认传入0即可,和金字塔纹理有关
24
+ // format表示图像的内部格式:
25
+ // gl.RGB(红绿蓝)
26
+ // gl.RGBA(红绿蓝透明度)
27
+ // gl.ALPHA(0.0,0.0,0.0,透明度)
28
+ // gl.LUMINANCE(L、L、L、1L:流明)
29
+ // gl.LUMINANCE_ALPHA(L、L、L,透明度)
30
+ // textureType表示纹理数据的格式:
31
+ // gl.UNSIGNED_BYTE: 表示无符号整形,每一个颜色分量占据1字节
32
+ // gl.UNSIGNED_SHORT_5_6_5: 表示RGB,每一个分量分别占据占据5, 6, 5比特
33
+ // gl.UNSIGNED_SHORT_4_4_4_4: 表示RGBA,每一个分量分别占据占据4, 4, 4, 4比特
34
+ // gl.UNSIGNED_SHORT_5_5_5_1: 表示RGBA,每一个分量分别占据占据5比特,A分量占据1比特
35
+ let linkImage = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, image: TexImageSource) => {
36
+ painter.texImage2D(type, level, format, format, textureType, image)
37
+ }
38
+
39
+ let linkCube = (painter: WebGLRenderingContext, type: number, level: number, format: number, textureType: number, images: TexImageSource[], width: number, height: number, texture: WebGLTexture) => {
40
+
41
+ let types = [
42
+ painter.TEXTURE_CUBE_MAP_POSITIVE_X, // 右
43
+ painter.TEXTURE_CUBE_MAP_NEGATIVE_X, // 左
44
+ painter.TEXTURE_CUBE_MAP_POSITIVE_Y, // 上
45
+ painter.TEXTURE_CUBE_MAP_NEGATIVE_Y, // 下
46
+ painter.TEXTURE_CUBE_MAP_POSITIVE_Z, // 后
47
+ painter.TEXTURE_CUBE_MAP_NEGATIVE_Z // 前
48
+ ], target: number
49
+
50
+ for (let i = 0; i < types.length; i++) {
51
+ if (images[i]) {
52
+ target = types[i]
53
+ painter.texImage2D(target, level, format, width, height, 0, format, textureType, null)
54
+ painter.bindTexture(type, texture)
55
+ painter.texImage2D(target, level, format, format, textureType, images[i])
56
+ }
57
+ }
58
+
59
+ painter.generateMipmap(type)
60
+ }
61
+
62
+ class TextureObject {
63
+
64
+ private __painter: WebGLRenderingContext
65
+ private __type: number
66
+
67
+ private __texture: WebGLTexture
68
+
69
+ constructor(painter: WebGLRenderingContext, type: string, unit = 0) {
70
+ this.__painter = painter
71
+ this.__type = {
72
+ "2d": painter.TEXTURE_2D,
73
+ "cube": painter.TEXTURE_CUBE_MAP
74
+ }[type]
75
+
76
+ // 创建纹理
77
+ this.__texture = initTexture(painter, this.__type, unit)
78
+
79
+ // 配置纹理
80
+ painter.texParameteri(this.__type, painter.TEXTURE_MIN_FILTER, painter.NEAREST)
81
+ painter.texParameteri(this.__type, painter.TEXTURE_WRAP_S, painter.CLAMP_TO_EDGE)
82
+ painter.texParameteri(this.__type, painter.TEXTURE_WRAP_T, painter.CLAMP_TO_EDGE)
83
+ }
84
+
85
+ // 链接图片资源(单一)
86
+ useImage(image: TexImageSource) {
87
+ linkImage(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, image)
88
+ return this
89
+ }
90
+
91
+ // 链接图片资源(多张)
92
+ useCube(images: TexImageSource[], width: number, height: number) {
93
+ linkCube(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, images, width, height, this.__texture)
94
+ return this
95
+ }
96
+
97
+ }
98
+
99
+ export default TextureObject
@@ -1,42 +1,42 @@
1
- // 获取一组循环色彩
2
- export default function (num: number, alpha: number = 1) {
3
- // 颜色集合
4
- let colorList = [
5
- 'rgba(84,112,198,' + alpha + ")", 'rgba(145,204,117,' + alpha + ")",
6
- 'rgba(250,200,88,' + alpha + ")", 'rgba(238,102,102,' + alpha + ")",
7
- 'rgba(115,192,222,' + alpha + ")", 'rgba(59,162,114,' + alpha + ")",
8
- 'rgba(252,132,82,' + alpha + ")", 'rgba(154,96,180,' + alpha + ")",
9
- 'rgba(234,124,204,' + alpha + ")"
10
- ]
11
-
12
- let colors: string[] = []
13
-
14
- // 根据情况返回颜色数组
15
- if (num <= colorList.length) {
16
- // 这种情况就不需要任何处理
17
- return colorList
18
- } else {
19
- // 如果正好是集合长度的倍数
20
- if (num % colorList.length == 0) {
21
- // 将颜色数组循环加入后再返回
22
- for (let i = 0; i < (num / colorList.length); i++) {
23
- colors = colors.concat(colorList)
24
- }
25
- } else {
26
- for (let j = 1; j < (num / colorList.length); j++) {
27
- colors = colors.concat(colorList)
28
- }
29
- // 防止最后一个颜色和第一个颜色重复
30
- if (num % colorList.length == 1) {
31
- colors = colors.concat(colorList[4])
32
- } else {
33
- for (let k = 0; k < num % colorList.length; k++) {
34
- colors = colors.concat(colorList[k])
35
- }
36
- }
37
- }
38
- }
39
-
40
- // 返回结果
41
- return colors
42
- }
1
+ // 获取一组循环色彩
2
+ export default function (num: number, alpha: number = 1) {
3
+ // 颜色集合
4
+ let colorList = [
5
+ 'rgba(84,112,198,' + alpha + ")", 'rgba(145,204,117,' + alpha + ")",
6
+ 'rgba(250,200,88,' + alpha + ")", 'rgba(238,102,102,' + alpha + ")",
7
+ 'rgba(115,192,222,' + alpha + ")", 'rgba(59,162,114,' + alpha + ")",
8
+ 'rgba(252,132,82,' + alpha + ")", 'rgba(154,96,180,' + alpha + ")",
9
+ 'rgba(234,124,204,' + alpha + ")"
10
+ ]
11
+
12
+ let colors: string[] = []
13
+
14
+ // 根据情况返回颜色数组
15
+ if (num <= colorList.length) {
16
+ // 这种情况就不需要任何处理
17
+ return colorList
18
+ } else {
19
+ // 如果正好是集合长度的倍数
20
+ if (num % colorList.length == 0) {
21
+ // 将颜色数组循环加入后再返回
22
+ for (let i = 0; i < (num / colorList.length); i++) {
23
+ colors = colors.concat(colorList)
24
+ }
25
+ } else {
26
+ for (let j = 1; j < (num / colorList.length); j++) {
27
+ colors = colors.concat(colorList)
28
+ }
29
+ // 防止最后一个颜色和第一个颜色重复
30
+ if (num % colorList.length == 1) {
31
+ colors = colors.concat(colorList[4])
32
+ } else {
33
+ for (let k = 0; k < num % colorList.length; k++) {
34
+ colors = colors.concat(colorList[k])
35
+ }
36
+ }
37
+ }
38
+ }
39
+
40
+ // 返回结果
41
+ return colors
42
+ }