blob: a70d5cb5617b8fd9d7935b1835d3b1c3b0ce9b56 [file] [log] [blame]
/**
* Path 代理,可以在`buildPath`中用于替代`ctx`, 会保存每个path操作的命令到pathCommands属性中
* 可以用于 isInsidePath 判断以及获取boundingRect
*
* @module zrender/core/PathProxy
* @author Yi Shen (http://www.github.com/pissang)
*/
// TODO getTotalLength, getPointAtLength
import * as curve from './curve';
import * as vec2 from './vector';
import * as bbox from './bbox';
import BoundingRect from './BoundingRect';
import { devicePixelRatio as dpr } from '../config';
var CMD = {
M: 1,
L: 2,
C: 3,
Q: 4,
A: 5,
Z: 6,
// Rect
R: 7
}; // var CMD_MEM_SIZE = {
// M: 3,
// L: 3,
// C: 7,
// Q: 5,
// A: 9,
// R: 5,
// Z: 1
// };
var min = [];
var max = [];
var min2 = [];
var max2 = [];
var mathMin = Math.min;
var mathMax = Math.max;
var mathCos = Math.cos;
var mathSin = Math.sin;
var mathSqrt = Math.sqrt;
var mathAbs = Math.abs;
var hasTypedArray = typeof Float32Array != 'undefined';
/**
* @alias module:zrender/core/PathProxy
* @constructor
*/
var PathProxy = function (notSaveData) {
this._saveData = !(notSaveData || false);
if (this._saveData) {
/**
* Path data. Stored as flat array
* @type {Array.<Object>}
*/
this.data = [];
}
this._ctx = null;
};
/**
* 快速计算Path包围盒(并不是最小包围盒)
* @return {Object}
*/
PathProxy.prototype = {
constructor: PathProxy,
_xi: 0,
_yi: 0,
_x0: 0,
_y0: 0,
// Unit x, Unit y. Provide for avoiding drawing that too short line segment
_ux: 0,
_uy: 0,
_len: 0,
_lineDash: null,
_dashOffset: 0,
_dashIdx: 0,
_dashSum: 0,
/**
* @readOnly
*/
setScale: function (sx, sy) {
this._ux = mathAbs(1 / dpr / sx) || 0;
this._uy = mathAbs(1 / dpr / sy) || 0;
},
getContext: function () {
return this._ctx;
},
/**
* @param {CanvasRenderingContext2D} ctx
* @return {module:zrender/core/PathProxy}
*/
beginPath: function (ctx) {
this._ctx = ctx;
ctx && ctx.beginPath();
ctx && (this.dpr = ctx.dpr); // Reset
if (this._saveData) {
this._len = 0;
}
if (this._lineDash) {
this._lineDash = null;
this._dashOffset = 0;
}
return this;
},
/**
* @param {number} x
* @param {number} y
* @return {module:zrender/core/PathProxy}
*/
moveTo: function (x, y) {
this.addData(CMD.M, x, y);
this._ctx && this._ctx.moveTo(x, y); // x0, y0, xi, yi 是记录在 _dashedXXXXTo 方法中使用
// xi, yi 记录当前点, x0, y0 在 closePath 的时候回到起始点。
// 有可能在 beginPath 之后直接调用 lineTo,这时候 x0, y0 需要
// 在 lineTo 方法中记录,这里先不考虑这种情况,dashed line 也只在 IE10- 中不支持
this._x0 = x;
this._y0 = y;
this._xi = x;
this._yi = y;
return this;
},
/**
* @param {number} x
* @param {number} y
* @return {module:zrender/core/PathProxy}
*/
lineTo: function (x, y) {
var exceedUnit = mathAbs(x - this._xi) > this._ux || mathAbs(y - this._yi) > this._uy // Force draw the first segment
|| this._len < 5;
this.addData(CMD.L, x, y);
if (this._ctx && exceedUnit) {
this._needsDash() ? this._dashedLineTo(x, y) : this._ctx.lineTo(x, y);
}
if (exceedUnit) {
this._xi = x;
this._yi = y;
}
return this;
},
/**
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} x3
* @param {number} y3
* @return {module:zrender/core/PathProxy}
*/
bezierCurveTo: function (x1, y1, x2, y2, x3, y3) {
this.addData(CMD.C, x1, y1, x2, y2, x3, y3);
if (this._ctx) {
this._needsDash() ? this._dashedBezierTo(x1, y1, x2, y2, x3, y3) : this._ctx.bezierCurveTo(x1, y1, x2, y2, x3, y3);
}
this._xi = x3;
this._yi = y3;
return this;
},
/**
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @return {module:zrender/core/PathProxy}
*/
quadraticCurveTo: function (x1, y1, x2, y2) {
this.addData(CMD.Q, x1, y1, x2, y2);
if (this._ctx) {
this._needsDash() ? this._dashedQuadraticTo(x1, y1, x2, y2) : this._ctx.quadraticCurveTo(x1, y1, x2, y2);
}
this._xi = x2;
this._yi = y2;
return this;
},
/**
* @param {number} cx
* @param {number} cy
* @param {number} r
* @param {number} startAngle
* @param {number} endAngle
* @param {boolean} anticlockwise
* @return {module:zrender/core/PathProxy}
*/
arc: function (cx, cy, r, startAngle, endAngle, anticlockwise) {
this.addData(CMD.A, cx, cy, r, r, startAngle, endAngle - startAngle, 0, anticlockwise ? 0 : 1);
this._ctx && this._ctx.arc(cx, cy, r, startAngle, endAngle, anticlockwise);
this._xi = mathCos(endAngle) * r + cx;
this._yi = mathSin(endAngle) * r + cy;
return this;
},
// TODO
arcTo: function (x1, y1, x2, y2, radius) {
if (this._ctx) {
this._ctx.arcTo(x1, y1, x2, y2, radius);
}
return this;
},
// TODO
rect: function (x, y, w, h) {
this._ctx && this._ctx.rect(x, y, w, h);
this.addData(CMD.R, x, y, w, h);
return this;
},
/**
* @return {module:zrender/core/PathProxy}
*/
closePath: function () {
this.addData(CMD.Z);
var ctx = this._ctx;
var x0 = this._x0;
var y0 = this._y0;
if (ctx) {
this._needsDash() && this._dashedLineTo(x0, y0);
ctx.closePath();
}
this._xi = x0;
this._yi = y0;
return this;
},
/**
* Context 从外部传入,因为有可能是 rebuildPath 完之后再 fill。
* stroke 同样
* @param {CanvasRenderingContext2D} ctx
* @return {module:zrender/core/PathProxy}
*/
fill: function (ctx) {
ctx && ctx.fill();
this.toStatic();
},
/**
* @param {CanvasRenderingContext2D} ctx
* @return {module:zrender/core/PathProxy}
*/
stroke: function (ctx) {
ctx && ctx.stroke();
this.toStatic();
},
/**
* 必须在其它绘制命令前调用
* Must be invoked before all other path drawing methods
* @return {module:zrender/core/PathProxy}
*/
setLineDash: function (lineDash) {
if (lineDash instanceof Array) {
this._lineDash = lineDash;
this._dashIdx = 0;
var lineDashSum = 0;
for (var i = 0; i < lineDash.length; i++) {
lineDashSum += lineDash[i];
}
this._dashSum = lineDashSum;
}
return this;
},
/**
* 必须在其它绘制命令前调用
* Must be invoked before all other path drawing methods
* @return {module:zrender/core/PathProxy}
*/
setLineDashOffset: function (offset) {
this._dashOffset = offset;
return this;
},
/**
*
* @return {boolean}
*/
len: function () {
return this._len;
},
/**
* 直接设置 Path 数据
*/
setData: function (data) {
var len = data.length;
if (!(this.data && this.data.length == len) && hasTypedArray) {
this.data = new Float32Array(len);
}
for (var i = 0; i < len; i++) {
this.data[i] = data[i];
}
this._len = len;
},
/**
* 添加子路径
* @param {module:zrender/core/PathProxy|Array.<module:zrender/core/PathProxy>} path
*/
appendPath: function (path) {
if (!(path instanceof Array)) {
path = [path];
}
var len = path.length;
var appendSize = 0;
var offset = this._len;
for (var i = 0; i < len; i++) {
appendSize += path[i].len();
}
if (hasTypedArray && this.data instanceof Float32Array) {
this.data = new Float32Array(offset + appendSize);
}
for (var i = 0; i < len; i++) {
var appendPathData = path[i].data;
for (var k = 0; k < appendPathData.length; k++) {
this.data[offset++] = appendPathData[k];
}
}
this._len = offset;
},
/**
* 填充 Path 数据。
* 尽量复用而不申明新的数组。大部分图形重绘的指令数据长度都是不变的。
*/
addData: function (cmd) {
if (!this._saveData) {
return;
}
var data = this.data;
if (this._len + arguments.length > data.length) {
// 因为之前的数组已经转换成静态的 Float32Array
// 所以不够用时需要扩展一个新的动态数组
this._expandData();
data = this.data;
}
for (var i = 0; i < arguments.length; i++) {
data[this._len++] = arguments[i];
}
this._prevCmd = cmd;
},
_expandData: function () {
// Only if data is Float32Array
if (!(this.data instanceof Array)) {
var newData = [];
for (var i = 0; i < this._len; i++) {
newData[i] = this.data[i];
}
this.data = newData;
}
},
/**
* If needs js implemented dashed line
* @return {boolean}
* @private
*/
_needsDash: function () {
return this._lineDash;
},
_dashedLineTo: function (x1, y1) {
var dashSum = this._dashSum;
var offset = this._dashOffset;
var lineDash = this._lineDash;
var ctx = this._ctx;
var x0 = this._xi;
var y0 = this._yi;
var dx = x1 - x0;
var dy = y1 - y0;
var dist = mathSqrt(dx * dx + dy * dy);
var x = x0;
var y = y0;
var dash;
var nDash = lineDash.length;
var idx;
dx /= dist;
dy /= dist;
if (offset < 0) {
// Convert to positive offset
offset = dashSum + offset;
}
offset %= dashSum;
x -= offset * dx;
y -= offset * dy;
while (dx > 0 && x <= x1 || dx < 0 && x >= x1 || dx == 0 && (dy > 0 && y <= y1 || dy < 0 && y >= y1)) {
idx = this._dashIdx;
dash = lineDash[idx];
x += dx * dash;
y += dy * dash;
this._dashIdx = (idx + 1) % nDash; // Skip positive offset
if (dx > 0 && x < x0 || dx < 0 && x > x0 || dy > 0 && y < y0 || dy < 0 && y > y0) {
continue;
}
ctx[idx % 2 ? 'moveTo' : 'lineTo'](dx >= 0 ? mathMin(x, x1) : mathMax(x, x1), dy >= 0 ? mathMin(y, y1) : mathMax(y, y1));
} // Offset for next lineTo
dx = x - x1;
dy = y - y1;
this._dashOffset = -mathSqrt(dx * dx + dy * dy);
},
// Not accurate dashed line to
_dashedBezierTo: function (x1, y1, x2, y2, x3, y3) {
var dashSum = this._dashSum;
var offset = this._dashOffset;
var lineDash = this._lineDash;
var ctx = this._ctx;
var x0 = this._xi;
var y0 = this._yi;
var t;
var dx;
var dy;
var cubicAt = curve.cubicAt;
var bezierLen = 0;
var idx = this._dashIdx;
var nDash = lineDash.length;
var x;
var y;
var tmpLen = 0;
if (offset < 0) {
// Convert to positive offset
offset = dashSum + offset;
}
offset %= dashSum; // Bezier approx length
for (t = 0; t < 1; t += 0.1) {
dx = cubicAt(x0, x1, x2, x3, t + 0.1) - cubicAt(x0, x1, x2, x3, t);
dy = cubicAt(y0, y1, y2, y3, t + 0.1) - cubicAt(y0, y1, y2, y3, t);
bezierLen += mathSqrt(dx * dx + dy * dy);
} // Find idx after add offset
for (; idx < nDash; idx++) {
tmpLen += lineDash[idx];
if (tmpLen > offset) {
break;
}
}
t = (tmpLen - offset) / bezierLen;
while (t <= 1) {
x = cubicAt(x0, x1, x2, x3, t);
y = cubicAt(y0, y1, y2, y3, t); // Use line to approximate dashed bezier
// Bad result if dash is long
idx % 2 ? ctx.moveTo(x, y) : ctx.lineTo(x, y);
t += lineDash[idx] / bezierLen;
idx = (idx + 1) % nDash;
} // Finish the last segment and calculate the new offset
idx % 2 !== 0 && ctx.lineTo(x3, y3);
dx = x3 - x;
dy = y3 - y;
this._dashOffset = -mathSqrt(dx * dx + dy * dy);
},
_dashedQuadraticTo: function (x1, y1, x2, y2) {
// Convert quadratic to cubic using degree elevation
var x3 = x2;
var y3 = y2;
x2 = (x2 + 2 * x1) / 3;
y2 = (y2 + 2 * y1) / 3;
x1 = (this._xi + 2 * x1) / 3;
y1 = (this._yi + 2 * y1) / 3;
this._dashedBezierTo(x1, y1, x2, y2, x3, y3);
},
/**
* 转成静态的 Float32Array 减少堆内存占用
* Convert dynamic array to static Float32Array
*/
toStatic: function () {
var data = this.data;
if (data instanceof Array) {
data.length = this._len;
if (hasTypedArray) {
this.data = new Float32Array(data);
}
}
},
/**
* @return {module:zrender/core/BoundingRect}
*/
getBoundingRect: function () {
min[0] = min[1] = min2[0] = min2[1] = Number.MAX_VALUE;
max[0] = max[1] = max2[0] = max2[1] = -Number.MAX_VALUE;
var data = this.data;
var xi = 0;
var yi = 0;
var x0 = 0;
var y0 = 0;
for (var i = 0; i < data.length;) {
var cmd = data[i++];
if (i == 1) {
// 如果第一个命令是 L, C, Q
// 则 previous point 同绘制命令的第一个 point
//
// 第一个命令为 Arc 的情况下会在后面特殊处理
xi = data[i];
yi = data[i + 1];
x0 = xi;
y0 = yi;
}
switch (cmd) {
case CMD.M:
// moveTo 命令重新创建一个新的 subpath, 并且更新新的起点
// 在 closePath 的时候使用
x0 = data[i++];
y0 = data[i++];
xi = x0;
yi = y0;
min2[0] = x0;
min2[1] = y0;
max2[0] = x0;
max2[1] = y0;
break;
case CMD.L:
bbox.fromLine(xi, yi, data[i], data[i + 1], min2, max2);
xi = data[i++];
yi = data[i++];
break;
case CMD.C:
bbox.fromCubic(xi, yi, data[i++], data[i++], data[i++], data[i++], data[i], data[i + 1], min2, max2);
xi = data[i++];
yi = data[i++];
break;
case CMD.Q:
bbox.fromQuadratic(xi, yi, data[i++], data[i++], data[i], data[i + 1], min2, max2);
xi = data[i++];
yi = data[i++];
break;
case CMD.A:
// TODO Arc 判断的开销比较大
var cx = data[i++];
var cy = data[i++];
var rx = data[i++];
var ry = data[i++];
var startAngle = data[i++];
var endAngle = data[i++] + startAngle; // TODO Arc 旋转
var psi = data[i++];
var anticlockwise = 1 - data[i++];
if (i == 1) {
// 直接使用 arc 命令
// 第一个命令起点还未定义
x0 = mathCos(startAngle) * rx + cx;
y0 = mathSin(startAngle) * ry + cy;
}
bbox.fromArc(cx, cy, rx, ry, startAngle, endAngle, anticlockwise, min2, max2);
xi = mathCos(endAngle) * rx + cx;
yi = mathSin(endAngle) * ry + cy;
break;
case CMD.R:
x0 = xi = data[i++];
y0 = yi = data[i++];
var width = data[i++];
var height = data[i++]; // Use fromLine
bbox.fromLine(x0, y0, x0 + width, y0 + height, min2, max2);
break;
case CMD.Z:
xi = x0;
yi = y0;
break;
} // Union
vec2.min(min, min, min2);
vec2.max(max, max, max2);
} // No data
if (i === 0) {
min[0] = min[1] = max[0] = max[1] = 0;
}
return new BoundingRect(min[0], min[1], max[0] - min[0], max[1] - min[1]);
},
/**
* Rebuild path from current data
* Rebuild path will not consider javascript implemented line dash.
* @param {CanvasRenderingContext2D} ctx
*/
rebuildPath: function (ctx) {
var d = this.data;
var x0, y0;
var xi, yi;
var x, y;
var ux = this._ux;
var uy = this._uy;
var len = this._len;
for (var i = 0; i < len;) {
var cmd = d[i++];
if (i == 1) {
// 如果第一个命令是 L, C, Q
// 则 previous point 同绘制命令的第一个 point
//
// 第一个命令为 Arc 的情况下会在后面特殊处理
xi = d[i];
yi = d[i + 1];
x0 = xi;
y0 = yi;
}
switch (cmd) {
case CMD.M:
x0 = xi = d[i++];
y0 = yi = d[i++];
ctx.moveTo(xi, yi);
break;
case CMD.L:
x = d[i++];
y = d[i++]; // Not draw too small seg between
if (mathAbs(x - xi) > ux || mathAbs(y - yi) > uy || i === len - 1) {
ctx.lineTo(x, y);
xi = x;
yi = y;
}
break;
case CMD.C:
ctx.bezierCurveTo(d[i++], d[i++], d[i++], d[i++], d[i++], d[i++]);
xi = d[i - 2];
yi = d[i - 1];
break;
case CMD.Q:
ctx.quadraticCurveTo(d[i++], d[i++], d[i++], d[i++]);
xi = d[i - 2];
yi = d[i - 1];
break;
case CMD.A:
var cx = d[i++];
var cy = d[i++];
var rx = d[i++];
var ry = d[i++];
var theta = d[i++];
var dTheta = d[i++];
var psi = d[i++];
var fs = d[i++];
var r = rx > ry ? rx : ry;
var scaleX = rx > ry ? 1 : rx / ry;
var scaleY = rx > ry ? ry / rx : 1;
var isEllipse = Math.abs(rx - ry) > 1e-3;
var endAngle = theta + dTheta;
if (isEllipse) {
ctx.translate(cx, cy);
ctx.rotate(psi);
ctx.scale(scaleX, scaleY);
ctx.arc(0, 0, r, theta, endAngle, 1 - fs);
ctx.scale(1 / scaleX, 1 / scaleY);
ctx.rotate(-psi);
ctx.translate(-cx, -cy);
} else {
ctx.arc(cx, cy, r, theta, endAngle, 1 - fs);
}
if (i == 1) {
// 直接使用 arc 命令
// 第一个命令起点还未定义
x0 = mathCos(theta) * rx + cx;
y0 = mathSin(theta) * ry + cy;
}
xi = mathCos(endAngle) * rx + cx;
yi = mathSin(endAngle) * ry + cy;
break;
case CMD.R:
x0 = xi = d[i];
y0 = yi = d[i + 1];
ctx.rect(d[i++], d[i++], d[i++], d[i++]);
break;
case CMD.Z:
ctx.closePath();
xi = x0;
yi = y0;
}
}
}
};
PathProxy.CMD = CMD;
export default PathProxy;