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