vislite 0.4.1 → 0.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.editorconfig +18 -18
- package/AUTHORS.txt +6 -6
- package/CHANGELOG +16 -0
- package/LICENSE +20 -20
- package/README.md +69 -69
- package/lib/Buffer/index.umd.js +3 -3
- package/lib/Buffer/index.umd.min.js +3 -3
- package/lib/Canvas/index.umd.js +3 -3
- package/lib/Canvas/index.umd.min.js +3 -3
- package/lib/Cardinal/index.umd.js +3 -3
- package/lib/Cardinal/index.umd.min.js +3 -3
- package/lib/Eoap/index.umd.js +3 -3
- package/lib/Eoap/index.umd.min.js +3 -3
- package/lib/Geometry/index.umd.js +205 -0
- package/lib/Geometry/index.umd.min.js +11 -0
- package/lib/Hermite/index.umd.js +3 -3
- package/lib/Hermite/index.umd.min.js +3 -3
- package/lib/Matrix4/index.umd.js +3 -3
- package/lib/Matrix4/index.umd.min.js +3 -3
- package/lib/Mercator/index.umd.js +5 -4
- package/lib/Mercator/index.umd.min.js +4 -4
- package/lib/OralCanvas/index.es.js +3 -3
- package/lib/OralCanvas/index.es.min.js +3 -3
- package/lib/OralWebGL/index.es.js +11 -11
- package/lib/OralWebGL/index.es.min.js +4 -4
- package/lib/SVG/index.umd.js +10 -4
- package/lib/SVG/index.umd.min.js +4 -4
- package/lib/Shader/index.umd.js +11 -11
- package/lib/Shader/index.umd.min.js +4 -4
- package/lib/Texture/index.umd.js +3 -3
- package/lib/Texture/index.umd.min.js +3 -3
- package/lib/TreeLayout/index.umd.js +8 -5
- package/lib/TreeLayout/index.umd.min.js +4 -4
- package/lib/WebGL/index.umd.js +11 -11
- package/lib/WebGL/index.umd.min.js +4 -4
- package/lib/animation/index.umd.js +3 -3
- package/lib/animation/index.umd.min.js +3 -3
- package/lib/formatColor/index.umd.js +3 -3
- package/lib/formatColor/index.umd.min.js +3 -3
- package/lib/getLoopColors/index.umd.js +3 -3
- package/lib/getLoopColors/index.umd.min.js +3 -3
- package/lib/getWebGLContext/index.umd.js +3 -3
- package/lib/getWebGLContext/index.umd.min.js +3 -3
- package/lib/index.umd.js +166 -16
- package/lib/index.umd.min.js +4 -4
- package/lib/resizeObserver/index.umd.js +3 -3
- package/lib/resizeObserver/index.umd.min.js +3 -3
- package/lib/rotate/index.umd.js +3 -3
- package/lib/rotate/index.umd.min.js +3 -3
- package/lib/ruler/index.umd.js +3 -3
- package/lib/ruler/index.umd.min.js +3 -3
- package/lib/throttle/index.umd.js +3 -3
- package/lib/throttle/index.umd.min.js +3 -3
- package/lib/viewHandler/index.umd.js +3 -3
- package/lib/viewHandler/index.umd.min.js +3 -3
- package/miniprogram/ui-canvas/index.js +107 -107
- package/miniprogram/ui-canvas/index.json +4 -4
- package/miniprogram/ui-canvas/index.wxml +4 -4
- package/miniprogram/ui-canvas/index.wxss +5 -5
- package/package/Buffer/index.ts +2 -2
- package/package/Canvas/index.ts +2 -2
- package/package/Cardinal/index.ts +2 -2
- package/package/Eoap/index.ts +2 -2
- package/package/Geometry/index.ts +3 -0
- package/package/Hermite/index.ts +2 -2
- package/package/Matrix4/index.ts +2 -2
- package/package/Mercator/index.ts +2 -2
- package/package/OralCanvas/index.ts +2 -2
- package/package/OralWebGL/index.ts +2 -2
- package/package/SVG/index.ts +2 -2
- package/package/Shader/index.ts +39 -39
- package/package/Texture/index.ts +2 -2
- package/package/TreeLayout/index.ts +2 -2
- package/package/WebGL/index.ts +2 -2
- package/package/animation/index.ts +2 -2
- package/package/formatColor/index.ts +2 -2
- package/package/getLoopColors/index.ts +2 -2
- package/package/getWebGLContext/index.ts +39 -39
- package/package/index.ts +6 -1
- package/package/resizeObserver/index.ts +2 -2
- package/package/rotate/index.ts +2 -2
- package/package/ruler/index.ts +2 -2
- package/package/throttle/index.ts +2 -2
- package/package/viewHandler/index.ts +2 -2
- package/package.json +3 -1
- package/src/Canvas.ts +67 -67
- package/src/Eoap.ts +1 -1
- package/src/Geometry.ts +83 -0
- package/src/Matrix4/index.ts +2 -2
- package/src/Matrix4/move.ts +12 -12
- package/src/Matrix4/rotate.ts +15 -15
- package/src/Matrix4/scale.ts +11 -11
- package/src/Matrix4/transform.ts +64 -64
- package/src/Mercator.ts +3 -2
- package/src/SVG.ts +24 -24
- package/src/TreeLayout/index.ts +4 -3
- package/src/WebGL.ts +66 -66
- package/src/animation.ts +98 -98
- package/src/common/assemble.ts +22 -22
- package/src/common/canvas/arc.ts +50 -50
- package/src/common/canvas/config.ts +158 -158
- package/src/common/canvas/gradient.ts +29 -29
- package/src/common/canvas/index.ts +168 -168
- package/src/common/canvas/painter.ts +426 -426
- package/src/common/canvas/texts.ts +18 -18
- package/src/common/geometry/prism-horizontal.ts +33 -0
- package/src/common/geometry/prism-vertical.ts +40 -0
- package/src/common/geometry/sphere-fragment.ts +39 -0
- package/src/common/geometry/tool/circle.ts +12 -0
- package/src/common/mergeOption.ts +6 -6
- package/src/common/setStyle.ts +5 -5
- package/src/common/svg/config.ts +174 -174
- package/src/common/svg/index.ts +9 -1
- package/src/common/svg/tool.ts +44 -44
- package/src/common/tree/index.ts +25 -25
- package/src/common/tree/toInnerTree.ts +56 -56
- package/src/common/tree/toPlainTree.ts +131 -131
- package/src/common/webgl/buffer.ts +79 -79
- package/src/common/webgl/doDraw.ts +108 -108
- package/src/common/webgl/getColorFactory.ts +26 -26
- package/src/common/webgl/getShader.ts +48 -48
- package/src/common/webgl/getTexture.ts +11 -11
- package/src/common/webgl/getWebGLContext.ts +27 -27
- package/src/common/webgl/index.ts +223 -223
- package/src/common/webgl/shader.ts +75 -75
- package/src/common/webgl/texture.ts +96 -96
- package/src/formatColor.ts +44 -44
- package/src/getLoopColors.ts +42 -42
- package/src/interpolation/Cardinal.ts +110 -110
- package/src/interpolation/Hermite.ts +65 -65
- package/src/resizeObserver.ts +36 -36
- package/src/rotate.ts +1 -1
- package/src/ruler.ts +188 -188
- package/src/shader/fsColor.c +7 -7
- package/src/shader/fsColors.c +7 -7
- package/src/shader/fsCube.c +8 -8
- package/src/shader/fsImage.c +8 -8
- package/src/shader/vsColor.c +17 -17
- package/src/shader/vsColors.c +13 -13
- package/src/shader/vsCube.c +13 -13
- package/src/shader/vsImage.c +13 -13
- package/src/throttle.ts +51 -51
- package/src/viewHandler.ts +158 -158
- package/types/Buffer.d.ts +23 -23
- package/types/Canvas.d.ts +300 -300
- package/types/CanvasConfig.d.ts +24 -0
- package/types/CanvasOption.d.ts +7 -7
- package/types/Cardinal.d.ts +13 -13
- package/types/Geometry.d.ts +41 -0
- package/types/GeometryOption.d.ts +12 -0
- package/types/GeometryResult.d.ts +19 -0
- package/types/Gradient.d.ts +14 -14
- package/types/Hermite.d.ts +18 -18
- package/types/Map.d.ts +2 -2
- package/types/Matrix4.d.ts +4 -4
- package/types/Object3D.d.ts +114 -114
- package/types/SVG.d.ts +18 -13
- package/types/SVGConfig.d.ts +76 -60
- package/types/Scene3D.d.ts +6 -6
- package/types/Shader.d.ts +21 -21
- package/types/Texture.d.ts +16 -16
- package/types/Tree.d.ts +69 -69
- package/types/TreeConfig.d.ts +24 -24
- package/types/TreeLayout.d.ts +8 -2
- package/types/TreeOption.d.ts +48 -48
- package/types/WebGL.d.ts +38 -38
- package/types/WebGLOption.d.ts +7 -7
- package/types/animation.d.ts +6 -6
- package/types/formatColor.d.ts +2 -2
- package/types/getLoopColors.d.ts +2 -2
- package/types/getWebGLContext.d.ts +2 -2
- package/types/index.d.ts +15 -1
- package/types/painterConfig.d.ts +2 -2
- package/types/resizeObserver.d.ts +2 -2
- package/types/rotate.d.ts +1 -1
- package/types/ruler.d.ts +7 -7
- package/types/throttle.d.ts +4 -4
- package/types/throttleOption.d.ts +21 -21
- package/types/viewHandler.d.ts +13 -13
- package/uni-app/ui-canvas.vue +222 -222
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import type HermiteType from '../../types/Hermite'
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class Hermite implements HermiteType {
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readonly name: string = 'Hermite'
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private __u: number // 张弛系数
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private __MR: number[]
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private __a: number
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private __b: number
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constructor(u: number = 0.5) {
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this.__u = u
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}
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/**
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* 设置点的位置
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* @param {Number} x1 左边点的位置
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* @param {Number} y1
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* @param {Number} x2 右边点的位置
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* @param {Number} y2
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* @param {Number} s1 两个点的斜率
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* @param {Number} s2
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*/
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setP(x1: number, y1: number, x2: number, y2: number, s1: number, s2: number) {
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if (x1 < x2) {
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// 记录原始尺寸
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this.__a = x1
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this.__b = x2
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let p3 = this.__u * s1,
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p4 = this.__u * s2
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// 缩放到[0,1]定义域
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y1 /= (x2 - x1)
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// MR是提前计算好的多项式通解矩阵
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// 如上面说的
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// 统一在[0,1]上计算后再通过缩放和移动恢复
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// 避免了动态求解矩阵的麻烦
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this.__MR = [
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2 * y1 - 2 * y2 + p3 + p4,
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p3,
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y1
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]
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/**
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use(x: number) {
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if (this.__MR) {
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let sx = (x - this.__a) / (this.__b - this.__a),
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let sResult = sx3 * this.__MR[0] + sx2 * this.__MR[1] + sx * this.__MR[2] + this.__MR[3]
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import type HermiteType from '../../types/Hermite'
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class Hermite implements HermiteType {
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readonly name: string = 'Hermite'
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private __u: number // 张弛系数
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private __MR: number[]
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private __a: number
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constructor(u: number = 0.5) {
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}
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/**
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* 设置点的位置
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* @param {Number} x1 左边点的位置
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* @param {Number} y1
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* @param {Number} x2 右边点的位置
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* @param {Number} y2
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* @param {Number} s1 两个点的斜率
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* @param {Number} s2
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*/
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setP(x1: number, y1: number, x2: number, y2: number, s1: number, s2: number) {
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this.__a = x1
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let p3 = this.__u * s1,
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p4 = this.__u * s2
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// 如上面说的
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// 统一在[0,1]上计算后再通过缩放和移动恢复
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// 避免了动态求解矩阵的麻烦
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this.__MR = [
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2 * y1 - 2 * y2 + p3 + p4,
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} else throw new Error('The point x-position should be increamented!')
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return this
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*/
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use(x: number) {
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if (this.__MR) {
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let sx = (x - this.__a) / (this.__b - this.__a),
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sx2 = sx * sx,
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sx3 = sx * sx2
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let sResult = sx3 * this.__MR[0] + sx2 * this.__MR[1] + sx * this.__MR[2] + this.__MR[3]
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return sResult * (this.__b - this.__a)
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} else throw new Error('You shoud first set the position!')
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}
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export default Hermite
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29
|
+
}
|
|
30
|
+
|
|
31
|
+
} catch (e) {
|
|
32
|
+
callback()
|
|
33
|
+
|
|
34
|
+
// 如果浏览器不支持此接口
|
|
35
|
+
console.error('ResizeObserver undefined!')
|
|
36
|
+
}
|
|
37
37
|
}
|
package/src/rotate.ts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
// 点(x,y)围绕中心(cx,cy)旋转deg度
|
|
2
|
-
export default function (cx: number, cy: number, deg: number, x: number, y: number) {
|
|
2
|
+
export default function (cx: number, cy: number, deg: number, x: number, y: number): [number, number] {
|
|
3
3
|
let cos = Math.cos(deg), sin = Math.sin(deg)
|
|
4
4
|
return [
|
|
5
5
|
(x - cx) * cos - (y - cy) * sin + cx,
|
package/src/ruler.ts
CHANGED
|
@@ -1,188 +1,188 @@
|
|
|
1
|
-
// 刻度尺刻度求解
|
|
2
|
-
|
|
3
|
-
import type { rulerOptionType } from '../types/ruler'
|
|
4
|
-
|
|
5
|
-
// 需要注意的是,实际的间距个数可能是 num-1 或 num 或 num+1 或 1
|
|
6
|
-
export default function (maxValue: number, minValue: number, num: number, option?: rulerOptionType) {
|
|
7
|
-
|
|
8
|
-
// 如果最大值最小值反了
|
|
9
|
-
if (maxValue < minValue) {
|
|
10
|
-
let temp = minValue
|
|
11
|
-
minValue = maxValue
|
|
12
|
-
maxValue = temp
|
|
13
|
-
}
|
|
14
|
-
|
|
15
|
-
// 如果相等
|
|
16
|
-
else if (maxValue == minValue) {
|
|
17
|
-
return [maxValue]
|
|
18
|
-
}
|
|
19
|
-
|
|
20
|
-
// 为了变成 -100 ~ 100 需要放大或者缩小的倍数
|
|
21
|
-
let times100 =
|
|
22
|
-
|
|
23
|
-
(function (_value) {
|
|
24
|
-
|
|
25
|
-
// 先确定基调,是放大还是缩小
|
|
26
|
-
let _times100_base = (_value < 100 && _value > -100) ? 10 : 0.1
|
|
27
|
-
|
|
28
|
-
// 记录当前缩放倍数
|
|
29
|
-
let _times100 = -1, _tiemsValue = _value
|
|
30
|
-
|
|
31
|
-
while (_times100_base == 10 ?
|
|
32
|
-
// 如果是放大,超过 -100 ~ 100 就应该停止
|
|
33
|
-
(_tiemsValue >= -100 && _tiemsValue <= 100)
|
|
34
|
-
:
|
|
35
|
-
// 如果是缩小,进入 -100 ~ 100 就应该停止
|
|
36
|
-
(_tiemsValue <= -100 || _tiemsValue >= 100)
|
|
37
|
-
) {
|
|
38
|
-
|
|
39
|
-
_times100 += 1
|
|
40
|
-
_tiemsValue *= _times100_base
|
|
41
|
-
|
|
42
|
-
}
|
|
43
|
-
|
|
44
|
-
if (_times100_base == 10) {
|
|
45
|
-
return Math.pow(10, _times100)
|
|
46
|
-
} else {
|
|
47
|
-
|
|
48
|
-
// 解决类似 0.1 * 0.1 = 0.010000000000000002 浮点运算不准确问题
|
|
49
|
-
let temp = "0."
|
|
50
|
-
for (let i = 1; i < _times100; i++) {
|
|
51
|
-
temp += "0";
|
|
52
|
-
}
|
|
53
|
-
return +(temp + "1")
|
|
54
|
-
}
|
|
55
|
-
})
|
|
56
|
-
|
|
57
|
-
// 根据差值来缩放
|
|
58
|
-
(maxValue - minValue)
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
// 求解出 -100 ~ 100 的最佳间距值 后直接转换原来的倍数
|
|
62
|
-
let distance100_oral = Math.ceil((maxValue - minValue) * times100 / num)
|
|
63
|
-
|
|
64
|
-
let getResult = (changValue: number) => {
|
|
65
|
-
// 校对一下
|
|
66
|
-
let distance100 = {
|
|
67
|
-
3: 2,
|
|
68
|
-
4: 5,
|
|
69
|
-
6: 5,
|
|
70
|
-
7: 5,
|
|
71
|
-
8: 10,
|
|
72
|
-
9: 10,
|
|
73
|
-
11: 10,
|
|
74
|
-
12: 10,
|
|
75
|
-
13: 15,
|
|
76
|
-
14: 15,
|
|
77
|
-
16: 15,
|
|
78
|
-
17: 15,
|
|
79
|
-
18: 20,
|
|
80
|
-
19: 20,
|
|
81
|
-
21: 20,
|
|
82
|
-
22: 20,
|
|
83
|
-
23: 25,
|
|
84
|
-
24: 25,
|
|
85
|
-
26: 25,
|
|
86
|
-
27: 25
|
|
87
|
-
}[distance100_oral + changValue] || (distance100_oral + changValue)
|
|
88
|
-
|
|
89
|
-
let distance = distance100 / times100
|
|
90
|
-
|
|
91
|
-
// 最小值,也就是起点
|
|
92
|
-
let begin = Math.floor(minValue / distance) * distance
|
|
93
|
-
|
|
94
|
-
let rulerArray = []
|
|
95
|
-
// 获取最终的刻度尺数组
|
|
96
|
-
rulerArray.push(begin)
|
|
97
|
-
for (let index = 1; rulerArray[rulerArray.length - 1] < maxValue; index++) {
|
|
98
|
-
rulerArray.push(begin + distance * index)
|
|
99
|
-
}
|
|
100
|
-
|
|
101
|
-
return rulerArray
|
|
102
|
-
}
|
|
103
|
-
|
|
104
|
-
let rulerArray = getResult(0)
|
|
105
|
-
|
|
106
|
-
let balanceMax = () => {
|
|
107
|
-
let rulerArray_temp = []
|
|
108
|
-
|
|
109
|
-
let changeDist = rulerArray[rulerArray.length - 1] - option.max
|
|
110
|
-
for (let index = 0; index < rulerArray.length; index++) {
|
|
111
|
-
if (index + 1 < rulerArray.length && rulerArray[index + 1] - changeDist < minValue) {
|
|
112
|
-
// 多余的
|
|
113
|
-
} else {
|
|
114
|
-
rulerArray_temp.push(rulerArray[index] - changeDist)
|
|
115
|
-
}
|
|
116
|
-
}
|
|
117
|
-
|
|
118
|
-
return rulerArray_temp
|
|
119
|
-
}
|
|
120
|
-
|
|
121
|
-
let balanceMin = () => {
|
|
122
|
-
let rulerArray_temp = []
|
|
123
|
-
|
|
124
|
-
let changeDist = rulerArray[0] - option.min
|
|
125
|
-
for (let index = 0; index < rulerArray.length; index++) {
|
|
126
|
-
rulerArray_temp[index] = rulerArray[index] - changeDist
|
|
127
|
-
if (maxValue <= rulerArray_temp[index]) break
|
|
128
|
-
}
|
|
129
|
-
|
|
130
|
-
return rulerArray_temp
|
|
131
|
-
}
|
|
132
|
-
|
|
133
|
-
if (option) {
|
|
134
|
-
|
|
135
|
-
// 上下界限制
|
|
136
|
-
if ('max' in option && 'min' in option && option.max >= maxValue && option.min <= minValue) {
|
|
137
|
-
|
|
138
|
-
let isAnswer = () => {
|
|
139
|
-
|
|
140
|
-
// 先判断原始的是否可行
|
|
141
|
-
if (rulerArray[0] >= option.min && rulerArray[rulerArray.length - 1] <= option.max) return true
|
|
142
|
-
|
|
143
|
-
// 再判断max调整是否可行
|
|
144
|
-
let rulerArray_max = balanceMax()
|
|
145
|
-
if (rulerArray_max[0] >= option.min && rulerArray_max[rulerArray_max.length - 1] <= option.max) {
|
|
146
|
-
rulerArray = rulerArray_max
|
|
147
|
-
return true
|
|
148
|
-
}
|
|
149
|
-
|
|
150
|
-
// 再判断max调整是否可行
|
|
151
|
-
let rulerArray_min = balanceMin()
|
|
152
|
-
if (rulerArray_min[0] >= option.min && rulerArray_min[rulerArray_max.length - 1] <= option.max) {
|
|
153
|
-
rulerArray = rulerArray_min
|
|
154
|
-
return true
|
|
155
|
-
}
|
|
156
|
-
|
|
157
|
-
}
|
|
158
|
-
|
|
159
|
-
if (isAnswer()) return rulerArray
|
|
160
|
-
|
|
161
|
-
for (let changValue = 1; changValue < 100; changValue++) {
|
|
162
|
-
|
|
163
|
-
rulerArray = getResult(changValue)
|
|
164
|
-
if (isAnswer()) return rulerArray
|
|
165
|
-
|
|
166
|
-
rulerArray = getResult(-changValue)
|
|
167
|
-
if (isAnswer()) return rulerArray
|
|
168
|
-
|
|
169
|
-
}
|
|
170
|
-
}
|
|
171
|
-
|
|
172
|
-
// 单界限制
|
|
173
|
-
if ('max' in option && option.max >= maxValue) {
|
|
174
|
-
|
|
175
|
-
// 上越界了
|
|
176
|
-
if (option.max < rulerArray[rulerArray.length - 1]) {
|
|
177
|
-
rulerArray = balanceMax()
|
|
178
|
-
}
|
|
179
|
-
} else if ('min' in option && option.min <= minValue) {
|
|
180
|
-
|
|
181
|
-
// 下越界了
|
|
182
|
-
if (option.min > rulerArray[0]) {
|
|
183
|
-
rulerArray = balanceMin()
|
|
184
|
-
}
|
|
185
|
-
}
|
|
186
|
-
}
|
|
187
|
-
return rulerArray
|
|
188
|
-
}
|
|
1
|
+
// 刻度尺刻度求解
|
|
2
|
+
|
|
3
|
+
import type { rulerOptionType } from '../types/ruler'
|
|
4
|
+
|
|
5
|
+
// 需要注意的是,实际的间距个数可能是 num-1 或 num 或 num+1 或 1
|
|
6
|
+
export default function (maxValue: number, minValue: number, num: number, option?: rulerOptionType) {
|
|
7
|
+
|
|
8
|
+
// 如果最大值最小值反了
|
|
9
|
+
if (maxValue < minValue) {
|
|
10
|
+
let temp = minValue
|
|
11
|
+
minValue = maxValue
|
|
12
|
+
maxValue = temp
|
|
13
|
+
}
|
|
14
|
+
|
|
15
|
+
// 如果相等
|
|
16
|
+
else if (maxValue == minValue) {
|
|
17
|
+
return [maxValue]
|
|
18
|
+
}
|
|
19
|
+
|
|
20
|
+
// 为了变成 -100 ~ 100 需要放大或者缩小的倍数
|
|
21
|
+
let times100 =
|
|
22
|
+
|
|
23
|
+
(function (_value) {
|
|
24
|
+
|
|
25
|
+
// 先确定基调,是放大还是缩小
|
|
26
|
+
let _times100_base = (_value < 100 && _value > -100) ? 10 : 0.1
|
|
27
|
+
|
|
28
|
+
// 记录当前缩放倍数
|
|
29
|
+
let _times100 = -1, _tiemsValue = _value
|
|
30
|
+
|
|
31
|
+
while (_times100_base == 10 ?
|
|
32
|
+
// 如果是放大,超过 -100 ~ 100 就应该停止
|
|
33
|
+
(_tiemsValue >= -100 && _tiemsValue <= 100)
|
|
34
|
+
:
|
|
35
|
+
// 如果是缩小,进入 -100 ~ 100 就应该停止
|
|
36
|
+
(_tiemsValue <= -100 || _tiemsValue >= 100)
|
|
37
|
+
) {
|
|
38
|
+
|
|
39
|
+
_times100 += 1
|
|
40
|
+
_tiemsValue *= _times100_base
|
|
41
|
+
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
if (_times100_base == 10) {
|
|
45
|
+
return Math.pow(10, _times100)
|
|
46
|
+
} else {
|
|
47
|
+
|
|
48
|
+
// 解决类似 0.1 * 0.1 = 0.010000000000000002 浮点运算不准确问题
|
|
49
|
+
let temp = "0."
|
|
50
|
+
for (let i = 1; i < _times100; i++) {
|
|
51
|
+
temp += "0";
|
|
52
|
+
}
|
|
53
|
+
return +(temp + "1")
|
|
54
|
+
}
|
|
55
|
+
})
|
|
56
|
+
|
|
57
|
+
// 根据差值来缩放
|
|
58
|
+
(maxValue - minValue)
|
|
59
|
+
|
|
60
|
+
|
|
61
|
+
// 求解出 -100 ~ 100 的最佳间距值 后直接转换原来的倍数
|
|
62
|
+
let distance100_oral = Math.ceil((maxValue - minValue) * times100 / num)
|
|
63
|
+
|
|
64
|
+
let getResult = (changValue: number) => {
|
|
65
|
+
// 校对一下
|
|
66
|
+
let distance100 = {
|
|
67
|
+
3: 2,
|
|
68
|
+
4: 5,
|
|
69
|
+
6: 5,
|
|
70
|
+
7: 5,
|
|
71
|
+
8: 10,
|
|
72
|
+
9: 10,
|
|
73
|
+
11: 10,
|
|
74
|
+
12: 10,
|
|
75
|
+
13: 15,
|
|
76
|
+
14: 15,
|
|
77
|
+
16: 15,
|
|
78
|
+
17: 15,
|
|
79
|
+
18: 20,
|
|
80
|
+
19: 20,
|
|
81
|
+
21: 20,
|
|
82
|
+
22: 20,
|
|
83
|
+
23: 25,
|
|
84
|
+
24: 25,
|
|
85
|
+
26: 25,
|
|
86
|
+
27: 25
|
|
87
|
+
}[distance100_oral + changValue] || (distance100_oral + changValue)
|
|
88
|
+
|
|
89
|
+
let distance = distance100 / times100
|
|
90
|
+
|
|
91
|
+
// 最小值,也就是起点
|
|
92
|
+
let begin = Math.floor(minValue / distance) * distance
|
|
93
|
+
|
|
94
|
+
let rulerArray = []
|
|
95
|
+
// 获取最终的刻度尺数组
|
|
96
|
+
rulerArray.push(begin)
|
|
97
|
+
for (let index = 1; rulerArray[rulerArray.length - 1] < maxValue; index++) {
|
|
98
|
+
rulerArray.push(begin + distance * index)
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
return rulerArray
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
let rulerArray = getResult(0)
|
|
105
|
+
|
|
106
|
+
let balanceMax = () => {
|
|
107
|
+
let rulerArray_temp = []
|
|
108
|
+
|
|
109
|
+
let changeDist = rulerArray[rulerArray.length - 1] - option.max
|
|
110
|
+
for (let index = 0; index < rulerArray.length; index++) {
|
|
111
|
+
if (index + 1 < rulerArray.length && rulerArray[index + 1] - changeDist < minValue) {
|
|
112
|
+
// 多余的
|
|
113
|
+
} else {
|
|
114
|
+
rulerArray_temp.push(rulerArray[index] - changeDist)
|
|
115
|
+
}
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
return rulerArray_temp
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
let balanceMin = () => {
|
|
122
|
+
let rulerArray_temp = []
|
|
123
|
+
|
|
124
|
+
let changeDist = rulerArray[0] - option.min
|
|
125
|
+
for (let index = 0; index < rulerArray.length; index++) {
|
|
126
|
+
rulerArray_temp[index] = rulerArray[index] - changeDist
|
|
127
|
+
if (maxValue <= rulerArray_temp[index]) break
|
|
128
|
+
}
|
|
129
|
+
|
|
130
|
+
return rulerArray_temp
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
if (option) {
|
|
134
|
+
|
|
135
|
+
// 上下界限制
|
|
136
|
+
if ('max' in option && 'min' in option && option.max >= maxValue && option.min <= minValue) {
|
|
137
|
+
|
|
138
|
+
let isAnswer = () => {
|
|
139
|
+
|
|
140
|
+
// 先判断原始的是否可行
|
|
141
|
+
if (rulerArray[0] >= option.min && rulerArray[rulerArray.length - 1] <= option.max) return true
|
|
142
|
+
|
|
143
|
+
// 再判断max调整是否可行
|
|
144
|
+
let rulerArray_max = balanceMax()
|
|
145
|
+
if (rulerArray_max[0] >= option.min && rulerArray_max[rulerArray_max.length - 1] <= option.max) {
|
|
146
|
+
rulerArray = rulerArray_max
|
|
147
|
+
return true
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
// 再判断max调整是否可行
|
|
151
|
+
let rulerArray_min = balanceMin()
|
|
152
|
+
if (rulerArray_min[0] >= option.min && rulerArray_min[rulerArray_max.length - 1] <= option.max) {
|
|
153
|
+
rulerArray = rulerArray_min
|
|
154
|
+
return true
|
|
155
|
+
}
|
|
156
|
+
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
if (isAnswer()) return rulerArray
|
|
160
|
+
|
|
161
|
+
for (let changValue = 1; changValue < 100; changValue++) {
|
|
162
|
+
|
|
163
|
+
rulerArray = getResult(changValue)
|
|
164
|
+
if (isAnswer()) return rulerArray
|
|
165
|
+
|
|
166
|
+
rulerArray = getResult(-changValue)
|
|
167
|
+
if (isAnswer()) return rulerArray
|
|
168
|
+
|
|
169
|
+
}
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
// 单界限制
|
|
173
|
+
if ('max' in option && option.max >= maxValue) {
|
|
174
|
+
|
|
175
|
+
// 上越界了
|
|
176
|
+
if (option.max < rulerArray[rulerArray.length - 1]) {
|
|
177
|
+
rulerArray = balanceMax()
|
|
178
|
+
}
|
|
179
|
+
} else if ('min' in option && option.min <= minValue) {
|
|
180
|
+
|
|
181
|
+
// 下越界了
|
|
182
|
+
if (option.min > rulerArray[0]) {
|
|
183
|
+
rulerArray = balanceMin()
|
|
184
|
+
}
|
|
185
|
+
}
|
|
186
|
+
}
|
|
187
|
+
return rulerArray
|
|
188
|
+
}
|
package/src/shader/fsColor.c
CHANGED
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
precision mediump float;
|
|
2
|
-
|
|
3
|
-
uniform vec4 u_color;
|
|
4
|
-
|
|
5
|
-
void main()
|
|
6
|
-
{
|
|
7
|
-
gl_FragColor = u_color;
|
|
1
|
+
precision mediump float;
|
|
2
|
+
|
|
3
|
+
uniform vec4 u_color;
|
|
4
|
+
|
|
5
|
+
void main()
|
|
6
|
+
{
|
|
7
|
+
gl_FragColor = u_color;
|
|
8
8
|
}
|
package/src/shader/fsColors.c
CHANGED
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
precision mediump float;
|
|
2
|
-
|
|
3
|
-
varying vec4 v_color;
|
|
4
|
-
|
|
5
|
-
void main()
|
|
6
|
-
{
|
|
7
|
-
gl_FragColor = v_color;
|
|
1
|
+
precision mediump float;
|
|
2
|
+
|
|
3
|
+
varying vec4 v_color;
|
|
4
|
+
|
|
5
|
+
void main()
|
|
6
|
+
{
|
|
7
|
+
gl_FragColor = v_color;
|
|
8
8
|
}
|
package/src/shader/fsCube.c
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
precision mediump float;
|
|
2
|
-
|
|
3
|
-
varying vec3 v_normal;
|
|
4
|
-
uniform samplerCube u_texture;
|
|
5
|
-
|
|
6
|
-
void main()
|
|
7
|
-
{
|
|
8
|
-
gl_FragColor = textureCube(u_texture, normalize(v_normal));
|
|
1
|
+
precision mediump float;
|
|
2
|
+
|
|
3
|
+
varying vec3 v_normal;
|
|
4
|
+
uniform samplerCube u_texture;
|
|
5
|
+
|
|
6
|
+
void main()
|
|
7
|
+
{
|
|
8
|
+
gl_FragColor = textureCube(u_texture, normalize(v_normal));
|
|
9
9
|
}
|
package/src/shader/fsImage.c
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
precision mediump float;
|
|
2
|
-
|
|
3
|
-
uniform sampler2D u_sampler;
|
|
4
|
-
varying vec2 v_textcoord;
|
|
5
|
-
|
|
6
|
-
void main()
|
|
7
|
-
{
|
|
8
|
-
gl_FragColor = texture2D(u_sampler, v_textcoord);
|
|
1
|
+
precision mediump float;
|
|
2
|
+
|
|
3
|
+
uniform sampler2D u_sampler;
|
|
4
|
+
varying vec2 v_textcoord;
|
|
5
|
+
|
|
6
|
+
void main()
|
|
7
|
+
{
|
|
8
|
+
gl_FragColor = texture2D(u_sampler, v_textcoord);
|
|
9
9
|
}
|