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META-INF.assets.rjzjh.zrender.core.PathProxy.js Maven / Gradle / Ivy

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/**
 * 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
define(function (require) {
    'use strict';

    var curve = require('./curve');
    var vec2 = require('./vector');
    var bbox = require('./bbox');
    var BoundingRect = require('./BoundingRect');
    var dpr = require('../config').devicePixelRatio;

    var CMD = {
        M: 1,
        L: 2,
        C: 3,
        Q: 4,
        A: 5,
        Z: 6,
        // Rect
        R: 7
    };

    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 () {

        /**
         * Path data. Stored as flat array
         * @type {Array.}
         */
        this.data = [];

        this._len = 0;

        this._ctx = null;

        this._xi = 0;
        this._yi = 0;

        this._x0 = 0;
        this._y0 = 0;

        // Unit x, Unit y. Provide for avoiding drawing that too short line segment
        this._ux = 0;
        this._uy = 0;
    };

    /**
     * 快速计算Path包围盒(并不是最小包围盒)
     * @return {Object}
     */
    PathProxy.prototype = {

        constructor: PathProxy,

        _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();

            // Reset
            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._xi = mathSin(endAngle) * r + cx;
            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.} 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) {
            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)) {
                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)) {
                    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 {CanvasRenderingContext} 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;

    return PathProxy;
});