forked from zhurui/management
381 lines
11 KiB
JavaScript
381 lines
11 KiB
JavaScript
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/*
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* Licensed to the Apache Software Foundation (ASF) under one
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* or more contributor license agreements. See the NOTICE file
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* distributed with this work for additional information
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* regarding copyright ownership. The ASF licenses this file
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* to you under the Apache License, Version 2.0 (the
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* "License"); you may not use this file except in compliance
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* with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing,
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* software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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* KIND, either express or implied. See the License for the
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* specific language governing permissions and limitations
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* under the License.
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*/
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var Path = require("zrender/lib/graphic/Path");
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var vec2 = require("zrender/lib/core/vector");
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var fixClipWithShadow = require("zrender/lib/graphic/helper/fixClipWithShadow");
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/*
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* Licensed to the Apache Software Foundation (ASF) under one
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* or more contributor license agreements. See the NOTICE file
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* distributed with this work for additional information
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* regarding copyright ownership. The ASF licenses this file
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* to you under the Apache License, Version 2.0 (the
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* "License"); you may not use this file except in compliance
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* with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing,
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* software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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* KIND, either express or implied. See the License for the
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* specific language governing permissions and limitations
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* under the License.
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*/
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// Poly path support NaN point
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var vec2Min = vec2.min;
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var vec2Max = vec2.max;
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var scaleAndAdd = vec2.scaleAndAdd;
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var v2Copy = vec2.copy; // Temporary variable
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var v = [];
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var cp0 = [];
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var cp1 = [];
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function isPointNull(p) {
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return isNaN(p[0]) || isNaN(p[1]);
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}
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function drawSegment(ctx, points, start, segLen, allLen, dir, smoothMin, smoothMax, smooth, smoothMonotone, connectNulls) {
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// if (smoothMonotone == null) {
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// if (isMono(points, 'x')) {
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// return drawMono(ctx, points, start, segLen, allLen,
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// dir, smoothMin, smoothMax, smooth, 'x', connectNulls);
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// }
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// else if (isMono(points, 'y')) {
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// return drawMono(ctx, points, start, segLen, allLen,
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// dir, smoothMin, smoothMax, smooth, 'y', connectNulls);
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// }
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// else {
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// return drawNonMono.apply(this, arguments);
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// }
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// }
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// else if (smoothMonotone !== 'none' && isMono(points, smoothMonotone)) {
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// return drawMono.apply(this, arguments);
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// }
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// else {
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// return drawNonMono.apply(this, arguments);
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// }
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if (smoothMonotone === 'none' || !smoothMonotone) {
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return drawNonMono.apply(this, arguments);
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} else {
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return drawMono.apply(this, arguments);
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}
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}
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/**
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* Check if points is in monotone.
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*
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* @param {number[][]} points Array of points which is in [x, y] form
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* @param {string} smoothMonotone 'x', 'y', or 'none', stating for which
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* dimension that is checking.
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* If is 'none', `drawNonMono` should be
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* called.
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* If is undefined, either being monotone
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* in 'x' or 'y' will call `drawMono`.
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*/
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// function isMono(points, smoothMonotone) {
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// if (points.length <= 1) {
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// return true;
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// }
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// var dim = smoothMonotone === 'x' ? 0 : 1;
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// var last = points[0][dim];
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// var lastDiff = 0;
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// for (var i = 1; i < points.length; ++i) {
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// var diff = points[i][dim] - last;
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// if (!isNaN(diff) && !isNaN(lastDiff)
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// && diff !== 0 && lastDiff !== 0
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// && ((diff >= 0) !== (lastDiff >= 0))
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// ) {
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// return false;
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// }
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// if (!isNaN(diff) && diff !== 0) {
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// lastDiff = diff;
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// last = points[i][dim];
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// }
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// }
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// return true;
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// }
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/**
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* Draw smoothed line in monotone, in which only vertical or horizontal bezier
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* control points will be used. This should be used when points are monotone
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* either in x or y dimension.
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*/
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function drawMono(ctx, points, start, segLen, allLen, dir, smoothMin, smoothMax, smooth, smoothMonotone, connectNulls) {
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var prevIdx = 0;
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var idx = start;
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for (var k = 0; k < segLen; k++) {
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var p = points[idx];
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if (idx >= allLen || idx < 0) {
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break;
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}
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if (isPointNull(p)) {
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if (connectNulls) {
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idx += dir;
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continue;
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}
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break;
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}
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if (idx === start) {
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ctx[dir > 0 ? 'moveTo' : 'lineTo'](p[0], p[1]);
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} else {
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if (smooth > 0) {
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var prevP = points[prevIdx];
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var dim = smoothMonotone === 'y' ? 1 : 0; // Length of control point to p, either in x or y, but not both
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var ctrlLen = (p[dim] - prevP[dim]) * smooth;
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v2Copy(cp0, prevP);
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cp0[dim] = prevP[dim] + ctrlLen;
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v2Copy(cp1, p);
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cp1[dim] = p[dim] - ctrlLen;
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ctx.bezierCurveTo(cp0[0], cp0[1], cp1[0], cp1[1], p[0], p[1]);
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} else {
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ctx.lineTo(p[0], p[1]);
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}
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}
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prevIdx = idx;
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idx += dir;
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}
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return k;
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}
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/**
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* Draw smoothed line in non-monotone, in may cause undesired curve in extreme
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* situations. This should be used when points are non-monotone neither in x or
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* y dimension.
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*/
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function drawNonMono(ctx, points, start, segLen, allLen, dir, smoothMin, smoothMax, smooth, smoothMonotone, connectNulls) {
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var prevIdx = 0;
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var idx = start;
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for (var k = 0; k < segLen; k++) {
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var p = points[idx];
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if (idx >= allLen || idx < 0) {
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break;
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}
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if (isPointNull(p)) {
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if (connectNulls) {
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idx += dir;
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continue;
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}
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break;
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}
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if (idx === start) {
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ctx[dir > 0 ? 'moveTo' : 'lineTo'](p[0], p[1]);
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v2Copy(cp0, p);
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} else {
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if (smooth > 0) {
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var nextIdx = idx + dir;
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var nextP = points[nextIdx];
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if (connectNulls) {
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// Find next point not null
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while (nextP && isPointNull(points[nextIdx])) {
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nextIdx += dir;
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nextP = points[nextIdx];
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}
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}
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var ratioNextSeg = 0.5;
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var prevP = points[prevIdx];
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var nextP = points[nextIdx]; // Last point
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if (!nextP || isPointNull(nextP)) {
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v2Copy(cp1, p);
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} else {
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// If next data is null in not connect case
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if (isPointNull(nextP) && !connectNulls) {
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nextP = p;
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}
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vec2.sub(v, nextP, prevP);
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var lenPrevSeg;
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var lenNextSeg;
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if (smoothMonotone === 'x' || smoothMonotone === 'y') {
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var dim = smoothMonotone === 'x' ? 0 : 1;
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lenPrevSeg = Math.abs(p[dim] - prevP[dim]);
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lenNextSeg = Math.abs(p[dim] - nextP[dim]);
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} else {
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lenPrevSeg = vec2.dist(p, prevP);
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lenNextSeg = vec2.dist(p, nextP);
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} // Use ratio of seg length
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ratioNextSeg = lenNextSeg / (lenNextSeg + lenPrevSeg);
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scaleAndAdd(cp1, p, v, -smooth * (1 - ratioNextSeg));
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} // Smooth constraint
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vec2Min(cp0, cp0, smoothMax);
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vec2Max(cp0, cp0, smoothMin);
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vec2Min(cp1, cp1, smoothMax);
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vec2Max(cp1, cp1, smoothMin);
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ctx.bezierCurveTo(cp0[0], cp0[1], cp1[0], cp1[1], p[0], p[1]); // cp0 of next segment
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scaleAndAdd(cp0, p, v, smooth * ratioNextSeg);
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} else {
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ctx.lineTo(p[0], p[1]);
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}
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}
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prevIdx = idx;
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idx += dir;
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}
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return k;
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}
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function getBoundingBox(points, smoothConstraint) {
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var ptMin = [Infinity, Infinity];
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var ptMax = [-Infinity, -Infinity];
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if (smoothConstraint) {
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for (var i = 0; i < points.length; i++) {
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var pt = points[i];
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if (pt[0] < ptMin[0]) {
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ptMin[0] = pt[0];
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}
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if (pt[1] < ptMin[1]) {
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ptMin[1] = pt[1];
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}
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if (pt[0] > ptMax[0]) {
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ptMax[0] = pt[0];
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}
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if (pt[1] > ptMax[1]) {
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ptMax[1] = pt[1];
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}
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}
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}
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return {
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min: smoothConstraint ? ptMin : ptMax,
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max: smoothConstraint ? ptMax : ptMin
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};
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}
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var Polyline = Path.extend({
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type: 'ec-polyline',
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shape: {
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points: [],
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smooth: 0,
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smoothConstraint: true,
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smoothMonotone: null,
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connectNulls: false
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},
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style: {
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fill: null,
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stroke: '#000'
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},
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brush: fixClipWithShadow(Path.prototype.brush),
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buildPath: function (ctx, shape) {
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var points = shape.points;
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var i = 0;
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var len = points.length;
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var result = getBoundingBox(points, shape.smoothConstraint);
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if (shape.connectNulls) {
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// Must remove first and last null values avoid draw error in polygon
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for (; len > 0; len--) {
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if (!isPointNull(points[len - 1])) {
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break;
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}
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}
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for (; i < len; i++) {
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if (!isPointNull(points[i])) {
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break;
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}
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}
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}
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while (i < len) {
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i += drawSegment(ctx, points, i, len, len, 1, result.min, result.max, shape.smooth, shape.smoothMonotone, shape.connectNulls) + 1;
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}
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}
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});
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var Polygon = Path.extend({
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type: 'ec-polygon',
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shape: {
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points: [],
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// Offset between stacked base points and points
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stackedOnPoints: [],
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smooth: 0,
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stackedOnSmooth: 0,
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smoothConstraint: true,
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smoothMonotone: null,
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connectNulls: false
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},
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brush: fixClipWithShadow(Path.prototype.brush),
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buildPath: function (ctx, shape) {
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var points = shape.points;
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var stackedOnPoints = shape.stackedOnPoints;
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var i = 0;
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var len = points.length;
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var smoothMonotone = shape.smoothMonotone;
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var bbox = getBoundingBox(points, shape.smoothConstraint);
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var stackedOnBBox = getBoundingBox(stackedOnPoints, shape.smoothConstraint);
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if (shape.connectNulls) {
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// Must remove first and last null values avoid draw error in polygon
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for (; len > 0; len--) {
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if (!isPointNull(points[len - 1])) {
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break;
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}
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}
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for (; i < len; i++) {
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if (!isPointNull(points[i])) {
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break;
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}
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}
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}
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while (i < len) {
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var k = drawSegment(ctx, points, i, len, len, 1, bbox.min, bbox.max, shape.smooth, smoothMonotone, shape.connectNulls);
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drawSegment(ctx, stackedOnPoints, i + k - 1, k, len, -1, stackedOnBBox.min, stackedOnBBox.max, shape.stackedOnSmooth, smoothMonotone, shape.connectNulls);
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i += k + 1;
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ctx.closePath();
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}
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}
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});
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exports.Polyline = Polyline;
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exports.Polygon = Polygon; |