vislite 0.5.2-alpha.0 → 0.5.2-alpha.2

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 (70) hide show
  1. package/CHANGELOG +7 -1
  2. package/lib/Buffer/index.umd.js +55 -0
  3. package/lib/Buffer/index.umd.min.js +11 -0
  4. package/lib/Canvas/index.umd.js +721 -0
  5. package/lib/Canvas/index.umd.min.js +11 -0
  6. package/lib/Cardinal/index.umd.js +112 -0
  7. package/lib/Cardinal/index.umd.min.js +11 -0
  8. package/lib/Eoap/index.umd.js +53 -0
  9. package/lib/Eoap/index.umd.min.js +11 -0
  10. package/lib/Geometry/index.umd.js +205 -0
  11. package/lib/Geometry/index.umd.min.js +11 -0
  12. package/lib/Hermite/index.umd.js +55 -0
  13. package/lib/Hermite/index.umd.min.js +11 -0
  14. package/lib/Matrix4/index.umd.js +146 -0
  15. package/lib/Matrix4/index.umd.min.js +11 -0
  16. package/lib/Mercator/index.umd.js +39 -0
  17. package/lib/Mercator/index.umd.min.js +11 -0
  18. package/lib/OralCanvas/index.es.js +657 -0
  19. package/lib/OralCanvas/index.es.min.js +11 -0
  20. package/lib/OralWebGL/index.es.js +611 -0
  21. package/lib/OralWebGL/index.es.min.js +11 -0
  22. package/lib/SVG/index.umd.js +540 -0
  23. package/lib/SVG/index.umd.min.js +11 -0
  24. package/lib/Shader/index.umd.js +134 -0
  25. package/lib/Shader/index.umd.min.js +11 -0
  26. package/lib/Texture/index.umd.js +72 -0
  27. package/lib/Texture/index.umd.min.js +11 -0
  28. package/lib/TreeLayout/index.umd.js +430 -0
  29. package/lib/TreeLayout/index.umd.min.js +11 -0
  30. package/lib/WebGL/index.umd.js +684 -0
  31. package/lib/WebGL/index.umd.min.js +11 -0
  32. package/lib/animation/index.umd.js +91 -0
  33. package/lib/animation/index.umd.min.js +11 -0
  34. package/lib/formatColor/index.umd.js +59 -0
  35. package/lib/formatColor/index.umd.min.js +11 -0
  36. package/lib/getLoopColors/index.umd.js +55 -0
  37. package/lib/getLoopColors/index.umd.min.js +11 -0
  38. package/lib/getWebGLContext/index.umd.js +65 -0
  39. package/lib/getWebGLContext/index.umd.min.js +11 -0
  40. package/lib/index.umd.js +2916 -0
  41. package/lib/index.umd.min.js +11 -0
  42. package/lib/move/index.umd.js +27 -0
  43. package/lib/move/index.umd.min.js +11 -0
  44. package/lib/resizeObserver/index.umd.js +48 -0
  45. package/lib/resizeObserver/index.umd.min.js +11 -0
  46. package/lib/rotate/index.umd.js +27 -0
  47. package/lib/rotate/index.umd.min.js +11 -0
  48. package/lib/ruler/index.umd.js +145 -0
  49. package/lib/ruler/index.umd.min.js +11 -0
  50. package/lib/scale/index.umd.js +26 -0
  51. package/lib/scale/index.umd.min.js +11 -0
  52. package/lib/throttle/index.umd.js +70 -0
  53. package/lib/throttle/index.umd.min.js +11 -0
  54. package/lib/viewHandler/index.umd.js +139 -0
  55. package/lib/viewHandler/index.umd.min.js +11 -0
  56. package/package/index.ts +4 -0
  57. package/package/move/index.ts +3 -0
  58. package/package/scale/index.ts +3 -0
  59. package/package.json +1 -1
  60. package/src/common/svg/config.ts +157 -145
  61. package/src/common/svg/gradient.ts +63 -0
  62. package/src/common/svg/index.ts +12 -0
  63. package/src/move.ts +8 -0
  64. package/src/scale.ts +7 -0
  65. package/types/Canvas.d.ts +2 -2
  66. package/types/Gradient.d.ts +2 -2
  67. package/types/SVG.d.ts +23 -0
  68. package/types/index.d.ts +6 -0
  69. package/types/move.d.ts +3 -0
  70. package/types/scale.d.ts +3 -0
@@ -0,0 +1,134 @@
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+ /*!
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+ * VISLite JavaScript Library v0.5.2-alpha.2
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+ * git+https://github.com/oi-contrib/VISLite.git
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+ *
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+ * Copyright zxl20070701
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+ * Released under the MIT license
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+ * https://zxl20070701.github.io/notebook/home.html
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+ *
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+ * Publish Date: Mon Oct 23 2023 22:21:10 GMT+0800 (中国标准时间)
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+ */
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+ (function (global, factory) {
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+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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+ typeof define === 'function' && define.amd ? define(factory) :
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+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.VISLite_Shader = factory());
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+ })(this, (function () { 'use strict';
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+
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+ /******************************************************************************
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+ Copyright (c) Microsoft Corporation.
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+
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+ Permission to use, copy, modify, and/or distribute this software for any
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+ purpose with or without fee is hereby granted.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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+ REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
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+ AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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+ INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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+ LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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+ OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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+ PERFORMANCE OF THIS SOFTWARE.
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+ ***************************************************************************** */
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+ /* global Reflect, Promise, SuppressedError, Symbol */
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+
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+ var extendStatics = function(d, b) {
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+ extendStatics = Object.setPrototypeOf ||
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+ ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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+ function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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+ return extendStatics(d, b);
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+ };
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+
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+ function __extends(d, b) {
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+ if (typeof b !== "function" && b !== null)
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+ throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
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+ extendStatics(d, b);
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+ function __() { this.constructor = d; }
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+ d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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+ }
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+
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+ typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
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+ var e = new Error(message);
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+ return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
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+ };
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+
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+ var loadShader = function (painter, type, source) {
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+ var shader = painter.createShader(type);
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+ if (shader == null)
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+ throw new Error('Unable to create shader!');
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+ painter.shaderSource(shader, source);
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+ painter.compileShader(shader);
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+ if (!painter.getShaderParameter(shader, painter.COMPILE_STATUS))
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+ throw new Error('Failed to compile shader:' + painter.getShaderInfoLog(shader));
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+ return shader;
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+ };
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+ var useShader = function (painter, vshaderSource, fshaderSource) {
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+ var vertexShader = loadShader(painter, painter.VERTEX_SHADER, vshaderSource);
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+ var fragmentShader = loadShader(painter, painter.FRAGMENT_SHADER, fshaderSource);
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+ var glProgram = painter.createProgram();
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+ painter.attachShader(glProgram, vertexShader);
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+ painter.attachShader(glProgram, fragmentShader);
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+ painter.linkProgram(glProgram);
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+ if (!painter.getProgramParameter(glProgram, painter.LINK_STATUS))
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+ throw new Error('Failed to link program: ' + painter.getProgramInfoLog(glProgram));
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+ return glProgram;
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+ };
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+ var ShaderObject = (function () {
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+ function ShaderObject(painter) {
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+ this.__painter = painter;
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+ }
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+ ShaderObject.prototype.use = function () {
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+ this.__painter.useProgram(this.program);
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+ return this;
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+ };
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+ ShaderObject.prototype.compile = function (vshaderSource, fshaderSource) {
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+ this.program = useShader(this.__painter, vshaderSource, fshaderSource);
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+ return this;
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+ };
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+ return ShaderObject;
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+ }());
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+
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+ var vsColor = "attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n\r\n // 把原生的WebGL使用的左手坐标系变成了右手坐标系\r\n temp.z = -1.0 * temp.z;\r\n\r\n // 表示眼睛距离vec4(0.0,0.0,1.0)的距离\r\n float dist = 4.0;\r\n\r\n // 使用投影直接计算\r\n // 为保证纹理和相对位置正确\r\n // x、y、z的改变满足线性变换\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n}";
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+
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+ var vsColors = "attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\nattribute vec4 a_color;\r\nvarying vec4 v_color;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n temp.z = -1.0 * temp.z;\r\n float dist = 4.0;\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n\r\n v_color = a_color;\r\n}";
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+
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+ var vsImage = "attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\nattribute vec2 a_textcoord;\r\nvarying vec2 v_textcoord;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n temp.z = -1.0 * temp.z;\r\n float dist = 4.0;\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n\r\n v_textcoord = a_textcoord;\r\n}";
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+
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+ var vsCube = "attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\nattribute vec4 a_normal;\r\nvarying vec3 v_normal;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n temp.z = -1.0 * temp.z;\r\n float dist = 4.0;\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n\r\n v_normal = normalize(vec3(a_normal));\r\n}";
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+
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+ var fsColor = "precision mediump float;\r\n\r\nuniform vec4 u_color;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = u_color;\r\n}";
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+
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+ var fsColors = "precision mediump float;\r\n\r\nvarying vec4 v_color;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = v_color;\r\n}";
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+
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+ var fsImage = "precision mediump float;\r\n\r\nuniform sampler2D u_sampler;\r\nvarying vec2 v_textcoord;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = texture2D(u_sampler, v_textcoord);\r\n}";
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+
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+ var fsCube = "precision mediump float;\r\n\r\nvarying vec3 v_normal;\r\nuniform samplerCube u_texture;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = textureCube(u_texture, normalize(v_normal));\r\n}";
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+
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+ var Shader = (function (_super) {
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+ __extends(Shader, _super);
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+ function Shader() {
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+ return _super !== null && _super.apply(this, arguments) || this;
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+ }
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+ Shader.prototype.compile = function (arg1, arg2) {
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+ if (arg2) {
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+ _super.prototype.compile.call(this, arg1, arg2);
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+ }
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+ else {
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+ _super.prototype.compile.call(this, {
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+ "color": vsColor,
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+ "colors": vsColors,
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+ "image": vsImage,
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+ "cube": vsCube
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+ }[arg1], {
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+ "color": fsColor,
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+ "colors": fsColors,
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+ "image": fsImage,
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+ "cube": fsCube
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+ }[arg1]);
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+ }
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+ return this;
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+ };
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+ return Shader;
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+ }(ShaderObject));
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+
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+ return Shader;
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+
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+ }));
@@ -0,0 +1,11 @@
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+ /*!
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+ * VISLite JavaScript Library v0.5.2-alpha.2
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+ * git+https://github.com/oi-contrib/VISLite.git
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+ *
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+ * Copyright zxl20070701
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+ * Released under the MIT license
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+ * https://zxl20070701.github.io/notebook/home.html
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+ *
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+ * Publish Date: Mon Oct 23 2023 22:21:10 GMT+0800 (中国标准时间)
10
+ */
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+ var r,t;r=this,t=function(){"use strict";var r=function(t,n){return r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(r,t){r.__proto__=t}||function(r,t){for(var n in t)Object.prototype.hasOwnProperty.call(t,n)&&(r[n]=t[n])},r(t,n)};"function"==typeof SuppressedError&&SuppressedError;var t=function(r,t,n){var e=r.createShader(t);if(null==e)throw new Error("Unable to create shader!");if(r.shaderSource(e,n),r.compileShader(e),!r.getShaderParameter(e,r.COMPILE_STATUS))throw new Error("Failed to compile shader:"+r.getShaderInfoLog(e));return e},n=function(){function r(r){this.__painter=r}return r.prototype.use=function(){return this.__painter.useProgram(this.program),this},r.prototype.compile=function(r,n){return this.program=function(r,n,e){var o=t(r,r.VERTEX_SHADER,n),i=t(r,r.FRAGMENT_SHADER,e),a=r.createProgram();if(r.attachShader(a,o),r.attachShader(a,i),r.linkProgram(a),!r.getProgramParameter(a,r.LINK_STATUS))throw new Error("Failed to link program: "+r.getProgramInfoLog(a));return a}(this.__painter,r,n),this},r}(),e=function(t){function n(){return null!==t&&t.apply(this,arguments)||this}return function(t,n){if("function"!=typeof n&&null!==n)throw new TypeError("Class extends value "+String(n)+" is not a constructor or null");function e(){this.constructor=t}r(t,n),t.prototype=null===n?Object.create(n):(e.prototype=n.prototype,new e)}(n,t),n.prototype.compile=function(r,n){return n?t.prototype.compile.call(this,r,n):t.prototype.compile.call(this,{color:"attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n\r\n // 把原生的WebGL使用的左手坐标系变成了右手坐标系\r\n temp.z = -1.0 * temp.z;\r\n\r\n // 表示眼睛距离vec4(0.0,0.0,1.0)的距离\r\n float dist = 4.0;\r\n\r\n // 使用投影直接计算\r\n // 为保证纹理和相对位置正确\r\n // x、y、z的改变满足线性变换\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n}",colors:"attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\nattribute vec4 a_color;\r\nvarying vec4 v_color;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n temp.z = -1.0 * temp.z;\r\n float dist = 4.0;\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n\r\n v_color = a_color;\r\n}",image:"attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\nattribute vec2 a_textcoord;\r\nvarying vec2 v_textcoord;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n temp.z = -1.0 * temp.z;\r\n float dist = 4.0;\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n\r\n v_textcoord = a_textcoord;\r\n}",cube:"attribute vec4 a_position;\r\nuniform mat4 u_matrix;\r\nattribute vec4 a_normal;\r\nvarying vec3 v_normal;\r\n\r\nvoid main()\r\n{\r\n vec4 temp = u_matrix * a_position;\r\n temp.z = -1.0 * temp.z;\r\n float dist = 4.0;\r\n gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));\r\n\r\n v_normal = normalize(vec3(a_normal));\r\n}"}[r],{color:"precision mediump float;\r\n\r\nuniform vec4 u_color;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = u_color;\r\n}",colors:"precision mediump float;\r\n\r\nvarying vec4 v_color;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = v_color;\r\n}",image:"precision mediump float;\r\n\r\nuniform sampler2D u_sampler;\r\nvarying vec2 v_textcoord;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = texture2D(u_sampler, v_textcoord);\r\n}",cube:"precision mediump float;\r\n\r\nvarying vec3 v_normal;\r\nuniform samplerCube u_texture;\r\n\r\nvoid main()\r\n{\r\n gl_FragColor = textureCube(u_texture, normalize(v_normal));\r\n}"}[r]),this},n}(n);return e},"object"==typeof exports&&"undefined"!=typeof module?module.exports=t():"function"==typeof define&&define.amd?define(t):(r="undefined"!=typeof globalThis?globalThis:r||self).VISLite_Shader=t();
@@ -0,0 +1,72 @@
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+ /*!
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+ * VISLite JavaScript Library v0.5.2-alpha.2
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+ * git+https://github.com/oi-contrib/VISLite.git
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+ *
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+ * Copyright zxl20070701
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+ * Released under the MIT license
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+ * https://zxl20070701.github.io/notebook/home.html
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+ *
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+ * Publish Date: Mon Oct 23 2023 22:21:10 GMT+0800 (中国标准时间)
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+ */
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+ (function (global, factory) {
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+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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+ typeof define === 'function' && define.amd ? define(factory) :
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+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.VISLite_Texture = factory());
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+ })(this, (function () { 'use strict';
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+
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+ var initTexture = function (painter, type, unit) {
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+ var texture = painter.createTexture();
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+ painter.activeTexture(painter['TEXTURE' + unit]);
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+ painter.bindTexture(type, texture);
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+ return texture;
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+ };
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+ var linkImage = function (painter, type, level, format, textureType, image) {
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+ painter.texImage2D(type, level, format, format, textureType, image);
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+ };
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+ var linkCube = function (painter, type, level, format, textureType, images, width, height, texture) {
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+ var types = [
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+ painter.TEXTURE_CUBE_MAP_POSITIVE_X,
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+ painter.TEXTURE_CUBE_MAP_NEGATIVE_X,
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+ painter.TEXTURE_CUBE_MAP_POSITIVE_Y,
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+ painter.TEXTURE_CUBE_MAP_NEGATIVE_Y,
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+ painter.TEXTURE_CUBE_MAP_POSITIVE_Z,
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+ painter.TEXTURE_CUBE_MAP_NEGATIVE_Z
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+ ], target;
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+ for (var i = 0; i < types.length; i++) {
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+ if (images[i]) {
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+ target = types[i];
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+ painter.texImage2D(target, level, format, width, height, 0, format, textureType, null);
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+ painter.bindTexture(type, texture);
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+ painter.texImage2D(target, level, format, format, textureType, images[i]);
41
+ }
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+ }
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+ painter.generateMipmap(type);
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+ };
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+ var TextureObject = (function () {
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+ function TextureObject(painter, type, unit) {
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+ if (unit === void 0) { unit = 0; }
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+ this.__painter = painter;
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+ this.__type = {
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+ "2d": painter.TEXTURE_2D,
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+ "cube": painter.TEXTURE_CUBE_MAP
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+ }[type];
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+ this.__texture = initTexture(painter, this.__type, unit);
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+ painter.texParameteri(this.__type, painter.TEXTURE_MIN_FILTER, painter.NEAREST);
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+ painter.texParameteri(this.__type, painter.TEXTURE_MAG_FILTER, painter.NEAREST);
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+ painter.texParameteri(this.__type, painter.TEXTURE_WRAP_S, painter.CLAMP_TO_EDGE);
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+ painter.texParameteri(this.__type, painter.TEXTURE_WRAP_T, painter.CLAMP_TO_EDGE);
58
+ }
59
+ TextureObject.prototype.useImage = function (image) {
60
+ linkImage(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, image);
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+ return this;
62
+ };
63
+ TextureObject.prototype.useCube = function (images, width, height) {
64
+ linkCube(this.__painter, this.__type, 0, this.__painter.RGBA, this.__painter.UNSIGNED_BYTE, images, width, height, this.__texture);
65
+ return this;
66
+ };
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+ return TextureObject;
68
+ }());
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+
70
+ return TextureObject;
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+
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+ }));
@@ -0,0 +1,11 @@
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+ /*!
2
+ * VISLite JavaScript Library v0.5.2-alpha.2
3
+ * git+https://github.com/oi-contrib/VISLite.git
4
+ *
5
+ * Copyright zxl20070701
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+ * Released under the MIT license
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+ * https://zxl20070701.github.io/notebook/home.html
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+ *
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+ * Publish Date: Mon Oct 23 2023 22:21:10 GMT+0800 (中国标准时间)
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+ */
11
+ var e,t;e=this,t=function(){"use strict";return function(){function e(e,t,_){void 0===_&&(_=0),this.__painter=e,this.__type={"2d":e.TEXTURE_2D,cube:e.TEXTURE_CUBE_MAP}[t],this.__texture=function(e,t,_){var E=e.createTexture();return e.activeTexture(e["TEXTURE"+_]),e.bindTexture(t,E),E}(e,this.__type,_),e.texParameteri(this.__type,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(this.__type,e.TEXTURE_MAG_FILTER,e.NEAREST),e.texParameteri(this.__type,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(this.__type,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE)}return e.prototype.useImage=function(e){return function(e,t,_,E,i,T){e.texImage2D(t,_,E,E,i,T)}(this.__painter,this.__type,0,this.__painter.RGBA,this.__painter.UNSIGNED_BYTE,e),this},e.prototype.useCube=function(e,t,_){return function(e,t,_,E,i,T,r,n,u){for(var a,s=[e.TEXTURE_CUBE_MAP_POSITIVE_X,e.TEXTURE_CUBE_MAP_NEGATIVE_X,e.TEXTURE_CUBE_MAP_POSITIVE_Y,e.TEXTURE_CUBE_MAP_NEGATIVE_Y,e.TEXTURE_CUBE_MAP_POSITIVE_Z,e.TEXTURE_CUBE_MAP_NEGATIVE_Z],p=0;p<s.length;p++)T[p]&&(a=s[p],e.texImage2D(a,_,E,r,n,0,E,i,null),e.bindTexture(t,u),e.texImage2D(a,_,E,E,i,T[p]));e.generateMipmap(t)}(this.__painter,this.__type,0,this.__painter.RGBA,this.__painter.UNSIGNED_BYTE,e,t,_,this.__texture),this},e}()},"object"==typeof exports&&"undefined"!=typeof module?module.exports=t():"function"==typeof define&&define.amd?define(t):(e="undefined"!=typeof globalThis?globalThis:e||self).VISLite_Texture=t();
@@ -0,0 +1,430 @@
1
+ /*!
2
+ * VISLite JavaScript Library v0.5.2-alpha.2
3
+ * git+https://github.com/oi-contrib/VISLite.git
4
+ *
5
+ * Copyright zxl20070701
6
+ * Released under the MIT license
7
+ * https://zxl20070701.github.io/notebook/home.html
8
+ *
9
+ * Publish Date: Mon Oct 23 2023 22:21:10 GMT+0800 (中国标准时间)
10
+ */
11
+ (function (global, factory) {
12
+ typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
13
+ typeof define === 'function' && define.amd ? define(factory) :
14
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.VISLite_TreeLayout = factory());
15
+ })(this, (function () { 'use strict';
16
+
17
+ /******************************************************************************
18
+ Copyright (c) Microsoft Corporation.
19
+
20
+ Permission to use, copy, modify, and/or distribute this software for any
21
+ purpose with or without fee is hereby granted.
22
+
23
+ THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
24
+ REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
25
+ AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
26
+ INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
27
+ LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
28
+ OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
29
+ PERFORMANCE OF THIS SOFTWARE.
30
+ ***************************************************************************** */
31
+ /* global Reflect, Promise, SuppressedError, Symbol */
32
+
33
+ var extendStatics = function(d, b) {
34
+ extendStatics = Object.setPrototypeOf ||
35
+ ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
36
+ function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
37
+ return extendStatics(d, b);
38
+ };
39
+
40
+ function __extends(d, b) {
41
+ if (typeof b !== "function" && b !== null)
42
+ throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
43
+ extendStatics(d, b);
44
+ function __() { this.constructor = d; }
45
+ d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
46
+ }
47
+
48
+ typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
49
+ var e = new Error(message);
50
+ return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
51
+ };
52
+
53
+ var toInnerTree = (function (initTree, config) {
54
+ var tempTree = {};
55
+ var temp = config.root(initTree), id, rid;
56
+ id = rid = config.id(temp);
57
+ tempTree[id] = {
58
+ "data": temp,
59
+ "pid": null,
60
+ "id": id,
61
+ "isOpen": true,
62
+ "show": true,
63
+ "children": []
64
+ };
65
+ var num = 1;
66
+ (function createTree(pdata, pid) {
67
+ var children = config.children(pdata, initTree);
68
+ num += children ? children.length : 0;
69
+ for (var flag = 0; children && flag < children.length; flag++) {
70
+ id = config.id(children[flag]);
71
+ tempTree[pid].children.push(id);
72
+ tempTree[id] = {
73
+ "data": children[flag],
74
+ "pid": pid,
75
+ "id": id,
76
+ "isOpen": true,
77
+ "show": true,
78
+ "children": []
79
+ };
80
+ createTree(children[flag], id);
81
+ }
82
+ })(temp, id);
83
+ return {
84
+ rid: rid,
85
+ value: tempTree,
86
+ num: num
87
+ };
88
+ });
89
+
90
+ function toPlainTree (initTree, config, noOpens) {
91
+ var treeData = toInnerTree(initTree, config);
92
+ var alltreedata = treeData.value;
93
+ var rootid = treeData.rid;
94
+ if (treeData.num == 1) {
95
+ alltreedata[rootid].left = 0.5;
96
+ alltreedata[rootid].top = 0.5;
97
+ alltreedata[rootid].show = true;
98
+ return {
99
+ deep: 1,
100
+ node: alltreedata,
101
+ root: rootid,
102
+ size: 1
103
+ };
104
+ }
105
+ else {
106
+ var beforeDis_1 = [], size_1 = 0, maxDeep_1 = 0;
107
+ if (noOpens[rootid]) {
108
+ alltreedata[rootid].left = 0.5;
109
+ alltreedata[rootid].top = 0.5;
110
+ alltreedata[rootid].show = true;
111
+ size_1 = 1;
112
+ }
113
+ else {
114
+ (function positionCalc(pNode, deep) {
115
+ if (deep > maxDeep_1)
116
+ maxDeep_1 = deep;
117
+ var flag = 0;
118
+ if (!noOpens[pNode.id]) {
119
+ for (flag = 0; flag < pNode.children.length; flag++)
120
+ positionCalc(alltreedata[pNode.children[flag]], deep + 1);
121
+ }
122
+ alltreedata[pNode.id].left = deep + 0.5;
123
+ if (flag == 0) {
124
+ if (beforeDis_1[deep] == void 0)
125
+ beforeDis_1[deep] = -0.5;
126
+ if (beforeDis_1[deep - 1] == void 0)
127
+ beforeDis_1[deep - 1] = -0.5;
128
+ alltreedata[pNode.id].top = beforeDis_1[deep] + 1;
129
+ var pTop = beforeDis_1[deep] + 1 + (alltreedata[pNode.pid].children.length - 1) * 0.5;
130
+ if (pTop - 1 < beforeDis_1[deep - 1])
131
+ alltreedata[pNode.id].top = beforeDis_1[deep - 1] + 1 - (alltreedata[pNode.pid].children.length - 1) * 0.5;
132
+ }
133
+ else {
134
+ alltreedata[pNode.id].top = (alltreedata[pNode.children[0]].top + alltreedata[pNode.children[flag - 1]].top) * 0.5;
135
+ }
136
+ if (alltreedata[pNode.id].top <= beforeDis_1[deep]) {
137
+ var needUp_1 = beforeDis_1[deep] + 1 - alltreedata[pNode.id].top(function doUp(_pid, _deep) {
138
+ alltreedata[_pid].top += needUp_1;
139
+ if (beforeDis_1[_deep] < alltreedata[_pid].top)
140
+ beforeDis_1[_deep] = alltreedata[_pid].top;
141
+ for (var _flag = 0; _flag < alltreedata[_pid].children.length; _flag++) {
142
+ doUp(alltreedata[_pid].children[_flag], _deep + 1);
143
+ }
144
+ })(pNode.id, deep);
145
+ }
146
+ beforeDis_1[deep] = alltreedata[pNode.id].top;
147
+ if (alltreedata[pNode.id].top + 0.5 > size_1)
148
+ size_1 = alltreedata[pNode.id].top + 0.5;
149
+ })(alltreedata[rootid], 0);
150
+ }
151
+ for (var key in noOpens) {
152
+ if (noOpens[key]) {
153
+ alltreedata[key].isOpen = false;
154
+ (function updateHidden(pid, left, top) {
155
+ for (var index = 0; index < alltreedata[pid].children.length; index++) {
156
+ alltreedata[alltreedata[pid].children[index]].left = left;
157
+ alltreedata[alltreedata[pid].children[index]].top = top;
158
+ alltreedata[alltreedata[pid].children[index]].show = false;
159
+ updateHidden(alltreedata[pid].children[index], left, top);
160
+ }
161
+ })(key, alltreedata[key].left, alltreedata[key].top);
162
+ }
163
+ }
164
+ return {
165
+ "node": alltreedata,
166
+ "root": rootid,
167
+ "size": size_1,
168
+ "deep": maxDeep_1 + 1
169
+ };
170
+ }
171
+ }
172
+
173
+ function mergeOption (option, defaultOption) {
174
+ for (var key in option) {
175
+ defaultOption[key] = option[key];
176
+ }
177
+ return defaultOption;
178
+ }
179
+
180
+ var Tree = (function () {
181
+ function Tree(config) {
182
+ if (config === void 0) { config = {}; }
183
+ this.name = 'Tree';
184
+ this.__config = mergeOption(config, {
185
+ root: function (initTree) { return initTree; },
186
+ children: function (parentTree) { return parentTree.children; },
187
+ id: function (treedata) { return treedata.name; }
188
+ });
189
+ }
190
+ Tree.prototype.use = function (initTree, noOpens) {
191
+ if (noOpens === void 0) { noOpens = {}; }
192
+ return toPlainTree(initTree, this.__config, noOpens);
193
+ };
194
+ return Tree;
195
+ }());
196
+
197
+ var $timers = [];
198
+ var $interval = 13;
199
+ var $timerId;
200
+ function animation (doback, duration, callback) {
201
+ if (duration === void 0) { duration = 400; }
202
+ if (callback === void 0) { callback = function () { }; }
203
+ var clock = {
204
+ "timer": function (tick, duration, callback) {
205
+ if (!tick) {
206
+ throw new Error('Tick is required!');
207
+ }
208
+ var id = new Date().valueOf() + "_" + (Math.random() * 1000).toFixed(0);
209
+ $timers.push({
210
+ "id": id,
211
+ "createTime": new Date(),
212
+ "tick": tick,
213
+ "duration": duration,
214
+ "callback": callback
215
+ });
216
+ clock.start();
217
+ return id;
218
+ },
219
+ "start": function () {
220
+ if (!$timerId) {
221
+ $timerId = setInterval(clock.tick, $interval);
222
+ }
223
+ },
224
+ "tick": function () {
225
+ var createTime, flag, tick, callback, timer, duration, passTime, timers = $timers;
226
+ $timers = [];
227
+ $timers.length = 0;
228
+ for (flag = 0; flag < timers.length; flag++) {
229
+ timer = timers[flag];
230
+ createTime = timer.createTime;
231
+ tick = timer.tick;
232
+ duration = timer.duration;
233
+ callback = timer.callback;
234
+ passTime = (+new Date().valueOf() - createTime.valueOf()) / duration;
235
+ passTime = passTime > 1 ? 1 : passTime;
236
+ tick(passTime);
237
+ if (passTime < 1 && timer.id) {
238
+ $timers.push(timer);
239
+ }
240
+ else {
241
+ callback(passTime);
242
+ }
243
+ }
244
+ if ($timers.length <= 0) {
245
+ clock.stop();
246
+ }
247
+ },
248
+ "stop": function () {
249
+ if ($timerId) {
250
+ clearInterval($timerId);
251
+ $timerId = null;
252
+ }
253
+ }
254
+ };
255
+ var id = clock.timer(function (deep) {
256
+ doback(deep);
257
+ }, duration, callback);
258
+ return function () {
259
+ var i;
260
+ for (i in $timers) {
261
+ if ($timers[i].id == id) {
262
+ $timers[i].id = void 0;
263
+ return;
264
+ }
265
+ }
266
+ };
267
+ }
268
+
269
+ function rotate (cx, cy, deg, x, y) {
270
+ var cos = Math.cos(deg), sin = Math.sin(deg);
271
+ return [
272
+ (x - cx) * cos - (y - cy) * sin + cx,
273
+ (x - cx) * sin + (y - cy) * cos + cy
274
+ ];
275
+ }
276
+
277
+ var TreeLayout = (function (_super) {
278
+ __extends(TreeLayout, _super);
279
+ function TreeLayout() {
280
+ var _this = _super !== null && _super.apply(this, arguments) || this;
281
+ _this.name = 'TreeLayout';
282
+ _this.__option = {
283
+ offsetX: 0,
284
+ offsetY: 0,
285
+ duration: 500,
286
+ type: "plain",
287
+ direction: "LR",
288
+ x: 100,
289
+ y: 100,
290
+ width: 100,
291
+ height: 100,
292
+ radius: 100
293
+ };
294
+ _this.__noOpens = {};
295
+ return _this;
296
+ }
297
+ TreeLayout.prototype.setOption = function (option) {
298
+ mergeOption(option, this.__option);
299
+ return this;
300
+ };
301
+ TreeLayout.prototype.use = function (initTree, noOpens) {
302
+ if (noOpens === void 0) { noOpens = {}; }
303
+ var tree = _super.prototype.use.call(this, initTree, noOpens);
304
+ if (this.__option.offsetX != 0 || this.__option.offsetY != 0) {
305
+ for (var key in tree.node) {
306
+ if (!tree.node[key].show) {
307
+ var deep = 0, pid = key;
308
+ do {
309
+ pid = tree.node[pid].pid;
310
+ deep++;
311
+ } while (!tree.node[pid].show);
312
+ tree.node[key].left += this.__option.offsetX * deep;
313
+ tree.node[key].top += this.__option.offsetY * deep;
314
+ }
315
+ }
316
+ }
317
+ if (this.__option.type == 'rect') {
318
+ if (this.__option.direction == 'LR' || this.__option.direction == "RL") {
319
+ var perW = this.__option.height / tree.size;
320
+ var perD = this.__option.width / (tree.deep - 1);
321
+ var balanceW = this.__option.y - this.__option.height * 0.5;
322
+ var flag = this.__option.direction == 'LR' ? 1 : -1;
323
+ for (var key in tree.node) {
324
+ if (tree.deep == 1) {
325
+ tree.node[key].left = this.__option.x + this.__option.width * 0.5 * flag;
326
+ tree.node[key].top = this.__option.y;
327
+ }
328
+ else {
329
+ tree.node[key].left = this.__option.x + (tree.node[key].left - 0.5) * perD * flag;
330
+ tree.node[key].top = tree.node[key].top * perW + balanceW;
331
+ }
332
+ }
333
+ }
334
+ else if (this.__option.direction == 'TB' || this.__option.direction == "BT") {
335
+ var perW = this.__option.width / tree.size;
336
+ var perD = this.__option.height / (tree.deep - 1);
337
+ var balanceW = this.__option.x - this.__option.width * 0.5;
338
+ var flag = this.__option.direction == 'TB' ? 1 : -1;
339
+ for (var key in tree.node) {
340
+ if (tree.deep == 1) {
341
+ tree.node[key].left = this.__option.x;
342
+ tree.node[key].top = this.__option.y + this.__option.height * 0.5 * flag;
343
+ }
344
+ else {
345
+ var left = tree.node[key].left;
346
+ tree.node[key].left = tree.node[key].top * perW + balanceW;
347
+ tree.node[key].top = this.__option.y + (left - 0.5) * perD * flag;
348
+ }
349
+ }
350
+ }
351
+ }
352
+ else if (this.__option.type == 'circle') {
353
+ var cx = this.__option.x, cy = this.__option.y;
354
+ var deg = Math.PI * 2 / tree.size;
355
+ var per = this.__option.radius / (tree.deep - 1);
356
+ for (var key in tree.node) {
357
+ if (tree.node[key].left == 0.5) {
358
+ tree.node[key].left = cx;
359
+ tree.node[key].top = cy;
360
+ }
361
+ else {
362
+ var position = rotate(cx, cy, deg * tree.node[key].top, cx + (tree.node[key].left - 0.5) * per, cy);
363
+ tree.node[key].left = position[0];
364
+ tree.node[key].top = position[1];
365
+ }
366
+ }
367
+ }
368
+ return tree;
369
+ };
370
+ TreeLayout.prototype.bind = function (initTree, renderBack, noOpens) {
371
+ if (noOpens === void 0) { noOpens = {}; }
372
+ this.__rback = renderBack;
373
+ this.__oralTree = initTree;
374
+ this.__noOpens = noOpens;
375
+ this.__preTree = this.use(this.__oralTree, this.__noOpens);
376
+ this.__rback(this.__preTree);
377
+ return this;
378
+ };
379
+ TreeLayout.prototype.unbind = function () {
380
+ this.__rback = null;
381
+ this.__oralTree = null;
382
+ this.__preTree = null;
383
+ this.__noOpens = {};
384
+ return this;
385
+ };
386
+ TreeLayout.prototype.doUpdate = function () {
387
+ var _this = this;
388
+ var newTree = this.use(this.__oralTree, this.__noOpens);
389
+ var cacheTree = JSON.parse(JSON.stringify(newTree));
390
+ animation(function (deep) {
391
+ for (var key in cacheTree.node) {
392
+ if (newTree.node[key].show || _this.__preTree.node[key].show) {
393
+ cacheTree.node[key].show = true;
394
+ cacheTree.node[key].left = _this.__preTree.node[key].left + (newTree.node[key].left - _this.__preTree.node[key].left) * deep;
395
+ cacheTree.node[key].top = _this.__preTree.node[key].top + (newTree.node[key].top - _this.__preTree.node[key].top) * deep;
396
+ }
397
+ }
398
+ _this.__rback(cacheTree);
399
+ }, this.__option.duration, function () {
400
+ _this.__preTree = newTree;
401
+ _this.__rback(_this.__preTree);
402
+ });
403
+ };
404
+ TreeLayout.prototype.closeNode = function (id) {
405
+ if (!this.__preTree)
406
+ return;
407
+ this.__noOpens[id] = true;
408
+ this.doUpdate();
409
+ return this;
410
+ };
411
+ TreeLayout.prototype.openNode = function (id) {
412
+ if (!this.__preTree)
413
+ return;
414
+ this.__noOpens[id] = false;
415
+ this.doUpdate();
416
+ return this;
417
+ };
418
+ TreeLayout.prototype.toggleNode = function (id) {
419
+ if (!this.__preTree)
420
+ return;
421
+ this.__noOpens[id] = !this.__noOpens[id];
422
+ this.doUpdate();
423
+ return this;
424
+ };
425
+ return TreeLayout;
426
+ }(Tree));
427
+
428
+ return TreeLayout;
429
+
430
+ }));