@antv/coord
Version:
Toolkit for mapping elements of sets into geometric objects.
218 lines • 8.57 kB
JavaScript
var __read = (this && this.__read) || function (o, n) {
var m = typeof Symbol === "function" && o[Symbol.iterator];
if (!m) return o;
var i = m.call(o), r, ar = [], e;
try {
while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);
}
catch (error) { e = { error: error }; }
finally {
try {
if (r && !r.done && (m = i["return"])) m.call(i);
}
finally { if (e) throw e.error; }
}
return ar;
};
var __spreadArray = (this && this.__spreadArray) || function (to, from, pack) {
if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {
if (ar || !(i in from)) {
if (!ar) ar = Array.prototype.slice.call(from, 0, i);
ar[i] = from[i];
}
}
return to.concat(ar || Array.prototype.slice.call(from));
};
var __values = (this && this.__values) || function(o) {
var s = typeof Symbol === "function" && Symbol.iterator, m = s && o[s], i = 0;
if (m) return m.call(o);
if (o && typeof o.length === "number") return {
next: function () {
if (o && i >= o.length) o = void 0;
return { value: o && o[i++], done: !o };
}
};
throw new TypeError(s ? "Object is not iterable." : "Symbol.iterator is not defined.");
};
import { deepMix, identity } from '@antv/util';
import { mat4, vec4 } from 'gl-matrix';
import { compose, isMatrix, extend3D } from './utils';
import { cartesian3D, translate3D, scale3D, transpose3D } from './transforms';
var Coordinate3D = /** @class */ (function () {
/**
* Create a new Coordinate Object.
* @param options Custom options
*/
function Coordinate3D(options) {
// 当前的选项
this.options = {
x: 0,
y: 0,
z: 0,
width: 300,
height: 150,
depth: 150,
transformations: [],
};
// 当前可以使用的变换
this.transformers = {
cartesian3D: cartesian3D,
translate3D: translate3D,
scale3D: scale3D,
transpose3D: transpose3D,
};
this.update(options);
}
/**
* Update options and inner state.
* @param options Options to be updated
*/
Coordinate3D.prototype.update = function (options) {
this.options = deepMix({}, this.options, options);
this.recoordinate();
};
/**
* Returns a new Coordinate with same options.
* @returns Coordinate
*/
Coordinate3D.prototype.clone = function () {
return new Coordinate3D(this.options);
};
/**
* Returns current options.
* @returns options
*/
Coordinate3D.prototype.getOptions = function () {
return this.options;
};
/**
* Clear transformations and update.
*/
Coordinate3D.prototype.clear = function () {
this.update({
transformations: [],
});
};
/**
* Returns the size of the bounding box of the coordinate.
* @returns [width, height, depth]
*/
Coordinate3D.prototype.getSize = function () {
var _a = this.options, width = _a.width, height = _a.height, depth = _a.depth;
return [width, height, depth];
};
/**
* Returns the center of the bounding box of the coordinate.
* @returns [centerX, centerY, centerZ]
*/
Coordinate3D.prototype.getCenter = function () {
var _a = this.options, x = _a.x, y = _a.y, z = _a.z, width = _a.width, height = _a.height, depth = _a.depth;
return [(x * 2 + width) / 2, (y * 2 + height) / 2, (z * 2 + depth) / 2];
};
/**
* Add selected transformation.
* @param args transform type and params
* @returns Coordinate
*/
Coordinate3D.prototype.transform = function () {
var args = [];
for (var _i = 0; _i < arguments.length; _i++) {
args[_i] = arguments[_i];
}
var transformations = this.options.transformations;
this.update({
transformations: __spreadArray(__spreadArray([], __read(transformations), false), [__spreadArray([], __read(args), false)], false),
});
return this;
};
/**
* Apples transformations for the current vector.
* @param vector original vector3
* @returns transformed vector3
*/
Coordinate3D.prototype.map = function (vector) {
return this.output(vector);
};
/**
* Apples invert transformations for the current vector.
* @param vector transformed vector3
* @param vector original vector3
*/
Coordinate3D.prototype.invert = function (vector) {
return this.input(vector);
};
Coordinate3D.prototype.recoordinate = function () {
this.output = this.compose();
this.input = this.compose(true);
};
// 将所有的变换合成一个函数
// 变换有两种类型:矩阵变换和函数变换
// 处理过程中需要把连续的矩阵变换合成一个变换函数,然后在和其他变换函数合成最终的变换函数
Coordinate3D.prototype.compose = function (invert) {
var e_1, _a;
if (invert === void 0) { invert = false; }
var transformations = invert ? __spreadArray([], __read(this.options.transformations), false).reverse() : this.options.transformations;
var getter = invert ? function (d) { return d.untransform; } : function (d) { return d.transform; };
var matrixes = [];
var transforms = [];
var add = function (transform, extended) {
if (extended === void 0) { extended = true; }
return transforms.push(extended ? extend3D(transform) : transform);
};
try {
for (var transformations_1 = __values(transformations), transformations_1_1 = transformations_1.next(); !transformations_1_1.done; transformations_1_1 = transformations_1.next()) {
var _b = __read(transformations_1_1.value), name_1 = _b[0], args = _b.slice(1);
var createTransformer = this.transformers[name_1];
if (createTransformer) {
var _c = this.options, x = _c.x, y = _c.y, z = _c.z, width = _c.width, height = _c.height, depth = _c.depth;
var transformer = createTransformer(__spreadArray([], __read(args), false), x, y, z, width, height, depth);
if (isMatrix(transformer)) {
// 如果当前变换是矩阵变换,那么先保存下来
matrixes.push(transformer);
}
else {
// 如果当前变换是函数变换,并且之前有没有合成的矩阵变换,那么现将之前的矩阵变换合成
if (matrixes.length) {
var transform_1 = this.createMatrixTransform(matrixes, invert);
add(transform_1);
matrixes.splice(0, matrixes.length);
}
var transform = getter(transformer) || identity;
add(transform, true);
}
}
}
}
catch (e_1_1) { e_1 = { error: e_1_1 }; }
finally {
try {
if (transformations_1_1 && !transformations_1_1.done && (_a = transformations_1.return)) _a.call(transformations_1);
}
finally { if (e_1) throw e_1.error; }
}
// 合成剩下的矩阵变换
if (matrixes.length) {
var transform = this.createMatrixTransform(matrixes, invert);
add(transform);
}
return compose.apply(void 0, __spreadArray([], __read(transforms), false));
};
// 将连续的矩阵的运算合成一个变换函数
Coordinate3D.prototype.createMatrixTransform = function (matrixes, invert) {
var matrix = mat4.create();
if (invert)
matrixes.reverse();
matrixes.forEach(function (m) { return mat4.mul(matrix, matrix, m); });
if (invert) {
mat4.invert(matrix, mat4.clone(matrix));
}
return function (vector) {
var vector4 = [vector[0], vector[1], vector[2], 1];
vec4.transformMat4(vector4, vector4, matrix);
return [vector4[0], vector4[1], vector4[2]];
};
};
return Coordinate3D;
}());
export { Coordinate3D };
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