blob: e4cf9b5ebd1edec95ac790f3c8b9cdaaafe47937 [file] [log] [blame]
/**
* @author Yi Shen(https://github.com/pissang)
*/
import * as vec2 from './vector';
import * as curve from './curve';
var mathMin = Math.min;
var mathMax = Math.max;
var mathSin = Math.sin;
var mathCos = Math.cos;
var PI2 = Math.PI * 2;
var start = vec2.create();
var end = vec2.create();
var extremity = vec2.create();
/**
* 从顶点数组中计算出最小包围盒,写入`min`和`max`中
* @module zrender/core/bbox
* @param {Array<Object>} points 顶点数组
* @param {number} min
* @param {number} max
*/
export function fromPoints(points, min, max) {
if (points.length === 0) {
return;
}
var p = points[0];
var left = p[0];
var right = p[0];
var top = p[1];
var bottom = p[1];
var i;
for (i = 1; i < points.length; i++) {
p = points[i];
left = mathMin(left, p[0]);
right = mathMax(right, p[0]);
top = mathMin(top, p[1]);
bottom = mathMax(bottom, p[1]);
}
min[0] = left;
min[1] = top;
max[0] = right;
max[1] = bottom;
}
/**
* @memberOf module:zrender/core/bbox
* @param {number} x0
* @param {number} y0
* @param {number} x1
* @param {number} y1
* @param {Array.<number>} min
* @param {Array.<number>} max
*/
export function fromLine(x0, y0, x1, y1, min, max) {
min[0] = mathMin(x0, x1);
min[1] = mathMin(y0, y1);
max[0] = mathMax(x0, x1);
max[1] = mathMax(y0, y1);
}
var xDim = [];
var yDim = [];
/**
* 从三阶贝塞尔曲线(p0, p1, p2, p3)中计算出最小包围盒,写入`min`和`max`中
* @memberOf module:zrender/core/bbox
* @param {number} x0
* @param {number} y0
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {number} x3
* @param {number} y3
* @param {Array.<number>} min
* @param {Array.<number>} max
*/
export function fromCubic(x0, y0, x1, y1, x2, y2, x3, y3, min, max) {
var cubicExtrema = curve.cubicExtrema;
var cubicAt = curve.cubicAt;
var i;
var n = cubicExtrema(x0, x1, x2, x3, xDim);
min[0] = Infinity;
min[1] = Infinity;
max[0] = -Infinity;
max[1] = -Infinity;
for (i = 0; i < n; i++) {
var x = cubicAt(x0, x1, x2, x3, xDim[i]);
min[0] = mathMin(x, min[0]);
max[0] = mathMax(x, max[0]);
}
n = cubicExtrema(y0, y1, y2, y3, yDim);
for (i = 0; i < n; i++) {
var y = cubicAt(y0, y1, y2, y3, yDim[i]);
min[1] = mathMin(y, min[1]);
max[1] = mathMax(y, max[1]);
}
min[0] = mathMin(x0, min[0]);
max[0] = mathMax(x0, max[0]);
min[0] = mathMin(x3, min[0]);
max[0] = mathMax(x3, max[0]);
min[1] = mathMin(y0, min[1]);
max[1] = mathMax(y0, max[1]);
min[1] = mathMin(y3, min[1]);
max[1] = mathMax(y3, max[1]);
}
/**
* 从二阶贝塞尔曲线(p0, p1, p2)中计算出最小包围盒,写入`min`和`max`中
* @memberOf module:zrender/core/bbox
* @param {number} x0
* @param {number} y0
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @param {Array.<number>} min
* @param {Array.<number>} max
*/
export function fromQuadratic(x0, y0, x1, y1, x2, y2, min, max) {
var quadraticExtremum = curve.quadraticExtremum;
var quadraticAt = curve.quadraticAt; // Find extremities, where derivative in x dim or y dim is zero
var tx = mathMax(mathMin(quadraticExtremum(x0, x1, x2), 1), 0);
var ty = mathMax(mathMin(quadraticExtremum(y0, y1, y2), 1), 0);
var x = quadraticAt(x0, x1, x2, tx);
var y = quadraticAt(y0, y1, y2, ty);
min[0] = mathMin(x0, x2, x);
min[1] = mathMin(y0, y2, y);
max[0] = mathMax(x0, x2, x);
max[1] = mathMax(y0, y2, y);
}
/**
* 从圆弧中计算出最小包围盒,写入`min`和`max`中
* @method
* @memberOf module:zrender/core/bbox
* @param {number} x
* @param {number} y
* @param {number} rx
* @param {number} ry
* @param {number} startAngle
* @param {number} endAngle
* @param {number} anticlockwise
* @param {Array.<number>} min
* @param {Array.<number>} max
*/
export function fromArc(x, y, rx, ry, startAngle, endAngle, anticlockwise, min, max) {
var vec2Min = vec2.min;
var vec2Max = vec2.max;
var diff = Math.abs(startAngle - endAngle);
if (diff % PI2 < 1e-4 && diff > 1e-4) {
// Is a circle
min[0] = x - rx;
min[1] = y - ry;
max[0] = x + rx;
max[1] = y + ry;
return;
}
start[0] = mathCos(startAngle) * rx + x;
start[1] = mathSin(startAngle) * ry + y;
end[0] = mathCos(endAngle) * rx + x;
end[1] = mathSin(endAngle) * ry + y;
vec2Min(min, start, end);
vec2Max(max, start, end); // Thresh to [0, Math.PI * 2]
startAngle = startAngle % PI2;
if (startAngle < 0) {
startAngle = startAngle + PI2;
}
endAngle = endAngle % PI2;
if (endAngle < 0) {
endAngle = endAngle + PI2;
}
if (startAngle > endAngle && !anticlockwise) {
endAngle += PI2;
} else if (startAngle < endAngle && anticlockwise) {
startAngle += PI2;
}
if (anticlockwise) {
var tmp = endAngle;
endAngle = startAngle;
startAngle = tmp;
} // var number = 0;
// var step = (anticlockwise ? -Math.PI : Math.PI) / 2;
for (var angle = 0; angle < endAngle; angle += Math.PI / 2) {
if (angle > startAngle) {
extremity[0] = mathCos(angle) * rx + x;
extremity[1] = mathSin(angle) * ry + y;
vec2Min(min, extremity, min);
vec2Max(max, extremity, max);
}
}
}