highcharts
Version:
JavaScript charting framework
828 lines (827 loc) • 32.3 kB
JavaScript
/* *
*
* (c) 2010-2024 Torstein Honsi
*
* Extensions to the SVGRenderer class to enable 3D shapes
*
* License: www.highcharts.com/license
*
* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
*
* */
'use strict';
import A from '../../Animation/AnimationUtilities.js';
const { animObject } = A;
import Color from '../../Color/Color.js';
const { parse: color } = Color;
import H from '../../Globals.js';
const { charts, deg2rad } = H;
import Math3D from '../../Math3D.js';
const { perspective, shapeArea } = Math3D;
import SVGElement3D from './SVGElement3D.js';
import U from '../../Utilities.js';
const { defined, extend, merge, pick } = U;
/* *
*
* Constants
*
* */
const cos = Math.cos, sin = Math.sin, PI = Math.PI, dFactor = (4 * (Math.sqrt(2) - 1) / 3) / (PI / 2);
/* *
*
* Functions
*
* */
/**
* Method to construct a curved path. Can 'wrap' around more then 180
* degrees.
* @private
*/
function curveTo(cx, cy, rx, ry, start, end, dx, dy) {
const arcAngle = end - start;
let result = [];
if ((end > start) && (end - start > Math.PI / 2 + 0.0001)) {
result = result.concat(curveTo(cx, cy, rx, ry, start, start + (Math.PI / 2), dx, dy));
result = result.concat(curveTo(cx, cy, rx, ry, start + (Math.PI / 2), end, dx, dy));
return result;
}
if ((end < start) && (start - end > Math.PI / 2 + 0.0001)) {
result = result.concat(curveTo(cx, cy, rx, ry, start, start - (Math.PI / 2), dx, dy));
result = result.concat(curveTo(cx, cy, rx, ry, start - (Math.PI / 2), end, dx, dy));
return result;
}
return [[
'C',
cx + (rx * Math.cos(start)) -
((rx * dFactor * arcAngle) * Math.sin(start)) + dx,
cy + (ry * Math.sin(start)) +
((ry * dFactor * arcAngle) * Math.cos(start)) + dy,
cx + (rx * Math.cos(end)) +
((rx * dFactor * arcAngle) * Math.sin(end)) + dx,
cy + (ry * Math.sin(end)) -
((ry * dFactor * arcAngle) * Math.cos(end)) + dy,
cx + (rx * Math.cos(end)) + dx,
cy + (ry * Math.sin(end)) + dy
]];
}
/* *
*
* Composition
*
* */
var SVGRenderer3D;
(function (SVGRenderer3D) {
/* *
*
* Declarations
*
* */
/* *
*
* Functions
*
* */
/** @private */
function compose(SVGRendererClass) {
const rendererProto = SVGRendererClass.prototype;
if (!rendererProto.element3d) {
extend(rendererProto, {
Element3D: SVGElement3D,
arc3d,
arc3dPath,
cuboid,
cuboidPath,
element3d,
face3d,
polyhedron,
toLinePath,
toLineSegments
});
}
}
SVGRenderer3D.compose = compose;
/* *
*
* Functions
*
* */
/** @private */
function toLinePath(points, closed) {
const result = [];
// Put "L x y" for each point
for (const point of points) {
result.push(['L', point.x, point.y]);
}
if (points.length) {
// Set the first element to M
result[0][0] = 'M';
// If it is a closed line, add Z
if (closed) {
result.push(['Z']);
}
}
return result;
}
/** @private */
function toLineSegments(points) {
const result = [];
let m = true;
for (const point of points) {
result.push(m ? ['M', point.x, point.y] : ['L', point.x, point.y]);
m = !m;
}
return result;
}
/**
* A 3-D Face is defined by it's 3D vertexes, and is only visible if it's
* vertexes are counter-clockwise (Back-face culling). It is used as a
* polyhedron Element.
* @private
*/
function face3d(args) {
const renderer = this, elementProto = renderer.Element.prototype, ret = renderer.createElement('path');
ret.vertexes = [];
ret.insidePlotArea = false;
ret.enabled = true;
/* eslint-disable no-invalid-this */
ret.attr = function (hash) {
if (typeof hash === 'object' &&
(defined(hash.enabled) ||
defined(hash.vertexes) ||
defined(hash.insidePlotArea))) {
this.enabled = pick(hash.enabled, this.enabled);
this.vertexes = pick(hash.vertexes, this.vertexes);
this.insidePlotArea = pick(hash.insidePlotArea, this.insidePlotArea);
delete hash.enabled;
delete hash.vertexes;
delete hash.insidePlotArea;
const chart = charts[renderer.chartIndex], vertexes2d = perspective(this.vertexes, chart, this.insidePlotArea), path = renderer.toLinePath(vertexes2d, true), area = shapeArea(vertexes2d);
hash.d = path;
hash.visibility = (this.enabled && area > 0) ?
'inherit' : 'hidden';
}
return elementProto.attr.apply(this, arguments);
};
ret.animate = function (params) {
if (typeof params === 'object' &&
(defined(params.enabled) ||
defined(params.vertexes) ||
defined(params.insidePlotArea))) {
this.enabled = pick(params.enabled, this.enabled);
this.vertexes = pick(params.vertexes, this.vertexes);
this.insidePlotArea = pick(params.insidePlotArea, this.insidePlotArea);
delete params.enabled;
delete params.vertexes;
delete params.insidePlotArea;
const chart = charts[renderer.chartIndex], vertexes2d = perspective(this.vertexes, chart, this.insidePlotArea), path = renderer.toLinePath(vertexes2d, true), area = shapeArea(vertexes2d), visibility = (this.enabled && area > 0) ?
'visible' : 'hidden';
params.d = path;
this.attr('visibility', visibility);
}
return elementProto.animate.apply(this, arguments);
};
/* eslint-enable no-invalid-this */
return ret.attr(args);
}
/**
* A Polyhedron is a handy way of defining a group of 3-D faces. It's only
* attribute is `faces`, an array of attributes of each one of it's Face3D
* instances.
* @private
*/
function polyhedron(args) {
const renderer = this, elementProto = renderer.Element.prototype, result = renderer.g(), destroy = result.destroy;
if (!this.styledMode) {
result.attr({
'stroke-linejoin': 'round'
});
}
result.faces = [];
// Destroy all children
result.destroy = function () {
for (let i = 0; i < result.faces.length; i++) {
result.faces[i].destroy();
}
return destroy.call(this);
};
result.attr = function (hash, val, complete, continueAnimation) {
if (typeof hash === 'object' && defined(hash.faces)) {
while (result.faces.length > hash.faces.length) {
result.faces.pop().destroy();
}
while (result.faces.length < hash.faces.length) {
result.faces.push(renderer.face3d().add(result));
}
for (let i = 0; i < hash.faces.length; i++) {
if (renderer.styledMode) {
delete hash.faces[i].fill;
}
result.faces[i].attr(hash.faces[i], null, complete, continueAnimation);
}
delete hash.faces;
}
return elementProto.attr.apply(this, arguments);
};
result.animate = function (params, duration, complete) {
if (params && params.faces) {
while (result.faces.length > params.faces.length) {
result.faces.pop().destroy();
}
while (result.faces.length < params.faces.length) {
result.faces.push(renderer.face3d().add(result));
}
for (let i = 0; i < params.faces.length; i++) {
result.faces[i].animate(params.faces[i], duration, complete);
}
delete params.faces;
}
return elementProto.animate.apply(this, arguments);
};
return result.attr(args);
}
/**
* Return result, generalization
* @private
* @requires highcharts-3d
*/
function element3d(type, shapeArgs) {
const elem3d = new SVGElement3D.types[type](this, 'g');
elem3d.initArgs(shapeArgs);
return elem3d;
}
/**
* Generalized, so now use simply
* @private
*/
function cuboid(shapeArgs) {
return this.element3d('cuboid', shapeArgs);
}
/**
* Generates a cuboid path and zIndexes
* @private
*/
function cuboidPath(shapeArgs) {
const x = shapeArgs.x || 0, y = shapeArgs.y || 0, z = shapeArgs.z || 0,
// For side calculation (right/left)
// there is a need for height (and other shapeArgs arguments)
// to be at least 1px
h = shapeArgs.height || 0, w = shapeArgs.width || 0, d = shapeArgs.depth || 0, chart = charts[this.chartIndex], options3d = chart.options.chart.options3d, alpha = options3d.alpha,
// Priority for x axis is the biggest,
// because of x direction has biggest influence on zIndex
incrementX = 1000000,
// Y axis has the smallest priority in case of our charts
// (needs to be set because of stacking)
incrementY = 10, incrementZ = 100, forcedSides = [];
let shape, zIndex = 0,
// The 8 corners of the cube
pArr = [{
x: x,
y: y,
z: z
}, {
x: x + w,
y: y,
z: z
}, {
x: x + w,
y: y + h,
z: z
}, {
x: x,
y: y + h,
z: z
}, {
x: x,
y: y + h,
z: z + d
}, {
x: x + w,
y: y + h,
z: z + d
}, {
x: x + w,
y: y,
z: z + d
}, {
x: x,
y: y,
z: z + d
}];
// Apply perspective
pArr = perspective(pArr, chart, shapeArgs.insidePlotArea);
/**
* Helper method to decide which side is visible
* @private
*/
const mapSidePath = (i) => {
// Added support for 0 value in columns, where height is 0
// but the shape is rendered.
// Height is used from 1st to 6th element of pArr
if (h === 0 && i > 1 && i < 6) { // [2, 3, 4, 5]
return {
x: pArr[i].x,
// When height is 0 instead of cuboid we render plane
// so it is needed to add fake 10 height to imitate
// cuboid for side calculation
y: pArr[i].y + 10,
z: pArr[i].z
};
}
// It is needed to calculate dummy sides (front/back) for
// breaking points in case of x and depth values. If column has
// side, it means that x values of front and back side are
// different.
if (pArr[0].x === pArr[7].x && i >= 4) { // [4, 5, 6, 7]
return {
x: pArr[i].x + 10,
// When height is 0 instead of cuboid we render plane
// so it is needed to add fake 10 height to imitate
// cuboid for side calculation
y: pArr[i].y,
z: pArr[i].z
};
}
// Added dummy depth
if (d === 0 && i < 2 || i > 5) { // [0, 1, 6, 7]
return {
x: pArr[i].x,
// When height is 0 instead of cuboid we render plane
// so it is needed to add fake 10 height to imitate
// cuboid for side calculation
y: pArr[i].y,
z: pArr[i].z + 10
};
}
return pArr[i];
},
/**
* Method creating the final side
* @private
*/
mapPath = (i) => (pArr[i]),
/**
* First value - path with specific face
* Second value - added info about side for later calculations.
* Possible second values are 0 for path1, 1 for
* path2 and -1 for no path chosen.
* Third value - string containing information about current side of
* cuboid for forcing side rendering.
* @private
*/
pickShape = (verticesIndex1, verticesIndex2, side) => {
const // An array of vertices for cuboid face
face1 = verticesIndex1.map(mapPath), face2 = verticesIndex2.map(mapPath),
// Dummy face is calculated the same way as standard face,
// but if cuboid height is 0 additional height is added so
// it is possible to use this vertices array for visible
// face calculation
dummyFace1 = verticesIndex1.map(mapSidePath), dummyFace2 = verticesIndex2.map(mapSidePath);
let ret = [[], -1];
if (shapeArea(face1) < 0) {
ret = [face1, 0];
}
else if (shapeArea(face2) < 0) {
ret = [face2, 1];
}
else if (side) {
forcedSides.push(side);
if (shapeArea(dummyFace1) < 0) {
ret = [face1, 0];
}
else if (shapeArea(dummyFace2) < 0) {
ret = [face2, 1];
}
else {
ret = [face1, 0]; // Force side calculation.
}
}
return ret;
};
// Front or back
const front = [3, 2, 1, 0], back = [7, 6, 5, 4];
shape = pickShape(front, back, 'front');
const path1 = shape[0], isFront = shape[1];
// Top or bottom
const top = [1, 6, 7, 0], bottom = [4, 5, 2, 3];
shape = pickShape(top, bottom, 'top');
const path2 = shape[0], isTop = shape[1];
// Side
const right = [1, 2, 5, 6], left = [0, 7, 4, 3];
shape = pickShape(right, left, 'side');
const path3 = shape[0], isRight = shape[1];
/* New block used for calculating zIndex. It is basing on X, Y and Z
position of specific columns. All zIndexes (for X, Y and Z values) are
added to the final zIndex, where every value has different priority. The
biggest priority is in X and Z directions, the lowest index is for
stacked columns (Y direction and the same X and Z positions). Big
differences between priorities is made because we need to ensure that
even for big changes in Y and Z parameters all columns will be drawn
correctly. */
if (isRight === 1) {
// It is needed to connect value with current chart width
// for big chart size.
zIndex += incrementX * (chart.plotWidth - x);
}
else if (!isRight) {
zIndex += incrementX * x;
}
zIndex += incrementY * (!isTop ||
// Numbers checked empirically
(alpha >= 0 && alpha <= 180 || alpha < 360 && alpha > 357.5) ?
chart.plotHeight - y : 10 + y);
if (isFront === 1) {
zIndex += incrementZ * (z);
}
else if (!isFront) {
zIndex += incrementZ * (1000 - z);
}
return {
front: this.toLinePath(path1, true),
top: this.toLinePath(path2, true),
side: this.toLinePath(path3, true),
zIndexes: {
group: Math.round(zIndex)
},
forcedSides: forcedSides,
// Additional info about zIndexes
isFront: isFront,
isTop: isTop
}; // #4774
}
/** @private */
function arc3d(attribs) {
const renderer = this, wrapper = renderer.g(), elementProto = renderer.Element.prototype, customAttribs = [
'alpha', 'beta',
'x', 'y', 'r', 'innerR', 'start', 'end', 'depth'
];
/**
* Get custom attributes. Don't mutate the original object and return an
* object with only custom attr.
* @private
*/
function extractCustom(params) {
const ca = {};
params = merge(params); // Don't mutate the original object
let key;
for (key in params) {
if (customAttribs.indexOf(key) !== -1) {
ca[key] = params[key];
delete params[key];
}
}
return Object.keys(ca).length ? [ca, params] : false;
}
attribs = merge(attribs);
attribs.alpha = (attribs.alpha || 0) * deg2rad;
attribs.beta = (attribs.beta || 0) * deg2rad;
// Create the different sub sections of the shape
wrapper.top = renderer.path();
wrapper.side1 = renderer.path();
wrapper.side2 = renderer.path();
wrapper.inn = renderer.path();
wrapper.out = renderer.path();
/* eslint-disable no-invalid-this */
// Add all faces
wrapper.onAdd = function () {
const parent = wrapper.parentGroup, className = wrapper.attr('class');
wrapper.top.add(wrapper);
// These faces are added outside the wrapper group because the
// z-index relates to neighbour elements as well
for (const face of ['out', 'inn', 'side1', 'side2']) {
wrapper[face]
.attr({
'class': className + ' highcharts-3d-side'
})
.add(parent);
}
};
// Cascade to faces
for (const fn of ['addClass', 'removeClass']) {
wrapper[fn] = function () {
const args = arguments;
for (const face of ['top', 'out', 'inn', 'side1', 'side2']) {
wrapper[face][fn].apply(wrapper[face], args);
}
};
}
/**
* Compute the transformed paths and set them to the composite shapes
* @private
*/
wrapper.setPaths = function (attribs) {
const paths = wrapper.renderer.arc3dPath(attribs), zIndex = paths.zTop * 100;
wrapper.attribs = attribs;
wrapper.top.attr({ d: paths.top, zIndex: paths.zTop });
wrapper.inn.attr({ d: paths.inn, zIndex: paths.zInn });
wrapper.out.attr({ d: paths.out, zIndex: paths.zOut });
wrapper.side1.attr({ d: paths.side1, zIndex: paths.zSide1 });
wrapper.side2.attr({ d: paths.side2, zIndex: paths.zSide2 });
// Show all children
wrapper.zIndex = zIndex;
wrapper.attr({ zIndex: zIndex });
// Set the radial gradient center the first time
if (attribs.center) {
wrapper.top.setRadialReference(attribs.center);
delete attribs.center;
}
};
wrapper.setPaths(attribs);
/**
* Apply the fill to the top and a darker shade to the sides
* @private
*/
wrapper.fillSetter = function (value) {
const darker = color(value).brighten(-0.1).get();
this.fill = value;
this.side1.attr({ fill: darker });
this.side2.attr({ fill: darker });
this.inn.attr({ fill: darker });
this.out.attr({ fill: darker });
this.top.attr({ fill: value });
return this;
};
// Apply the same value to all. These properties cascade down to the
// children when set to the composite arc3d.
for (const setter of ['opacity', 'translateX', 'translateY', 'visibility']) {
wrapper[setter + 'Setter'] = function (value, key) {
wrapper[key] = value;
for (const el of ['out', 'inn', 'side1', 'side2', 'top']) {
wrapper[el].attr(key, value);
}
};
}
// Override attr to remove shape attributes and use those to set child
// paths
wrapper.attr = function (params) {
if (typeof params === 'object') {
const paramArr = extractCustom(params);
if (paramArr) {
const ca = paramArr[0];
arguments[0] = paramArr[1];
// Translate alpha and beta to rotation
if (ca.alpha !== void 0) {
ca.alpha *= deg2rad;
}
if (ca.beta !== void 0) {
ca.beta *= deg2rad;
}
extend(wrapper.attribs, ca);
if (wrapper.attribs) {
wrapper.setPaths(wrapper.attribs);
}
}
}
return elementProto.attr.apply(wrapper, arguments);
};
// Override the animate function by sucking out custom parameters
// related to the shapes directly, and update the shapes from the
// animation step.
wrapper.animate = function (params, animation, complete) {
const from = this.attribs, randomProp = 'data-' +
Math.random().toString(26).substring(2, 9);
// Attribute-line properties connected to 3D. These shouldn't have
// been in the attribs collection in the first place.
delete params.center;
delete params.z;
const anim = animObject(pick(animation, this.renderer.globalAnimation));
if (anim.duration) {
const paramArr = extractCustom(params);
// Params need to have a property in order for the step to run
// (#5765, #7097, #7437)
wrapper[randomProp] = 0;
params[randomProp] = 1;
wrapper[randomProp + 'Setter'] = H.noop;
if (paramArr) {
const to = paramArr[0], // Custom attr
interpolate = (key, pos) => (from[key] + (pick(to[key], from[key]) -
from[key]) * pos);
anim.step = function (a, fx) {
if (fx.prop === randomProp) {
fx.elem.setPaths(merge(from, {
x: interpolate('x', fx.pos),
y: interpolate('y', fx.pos),
r: interpolate('r', fx.pos),
innerR: interpolate('innerR', fx.pos),
start: interpolate('start', fx.pos),
end: interpolate('end', fx.pos),
depth: interpolate('depth', fx.pos)
}));
}
};
}
animation = anim; // Only when duration (#5572)
}
return elementProto.animate.call(this, params, animation, complete);
};
// Destroy all children
wrapper.destroy = function () {
this.top.destroy();
this.out.destroy();
this.inn.destroy();
this.side1.destroy();
this.side2.destroy();
return elementProto.destroy.call(this);
};
// Hide all children
wrapper.hide = function () {
this.top.hide();
this.out.hide();
this.inn.hide();
this.side1.hide();
this.side2.hide();
};
wrapper.show = function (inherit) {
this.top.show(inherit);
this.out.show(inherit);
this.inn.show(inherit);
this.side1.show(inherit);
this.side2.show(inherit);
};
/* eslint-enable no-invalid-this */
return wrapper;
}
/**
* Generate the paths required to draw a 3D arc.
* @private
*/
function arc3dPath(shapeArgs) {
const cx = shapeArgs.x || 0, // X coordinate of the center
cy = shapeArgs.y || 0, // Y coordinate of the center
start = shapeArgs.start || 0, // Start angle
end = (shapeArgs.end || 0) - 0.00001, // End angle
r = shapeArgs.r || 0, // Radius
ir = shapeArgs.innerR || 0, // Inner radius
d = shapeArgs.depth || 0, // Depth
alpha = shapeArgs.alpha || 0, // Alpha rotation of the chart
beta = shapeArgs.beta || 0; // Beta rotation of the chart
// Derived Variables
const cs = Math.cos(start), // Cosinus of the start angle
ss = Math.sin(start), // Sinus of the start angle
ce = Math.cos(end), // Cosinus of the end angle
se = Math.sin(end), // Sinus of the end angle
rx = r * Math.cos(beta), // X-radius
ry = r * Math.cos(alpha), // Y-radius
irx = ir * Math.cos(beta), // X-radius (inner)
iry = ir * Math.cos(alpha), // Y-radius (inner)
dx = d * Math.sin(beta), // Distance between top and bottom in x
dy = d * Math.sin(alpha); // Distance between top and bottom in y
// TOP
let top = [
['M', cx + (rx * cs), cy + (ry * ss)]
];
top = top.concat(curveTo(cx, cy, rx, ry, start, end, 0, 0));
top.push([
'L', cx + (irx * ce), cy + (iry * se)
]);
top = top.concat(curveTo(cx, cy, irx, iry, end, start, 0, 0));
top.push(['Z']);
// OUTSIDE
const b = (beta > 0 ? Math.PI / 2 : 0), a = (alpha > 0 ? 0 : Math.PI / 2);
const start2 = start > -b ? start : (end > -b ? -b : start), end2 = end < PI - a ? end : (start < PI - a ? PI - a : end), midEnd = 2 * PI - a;
// When slice goes over bottom middle, need to add both, left and right
// outer side. Additionally, when we cross right hand edge, create sharp
// edge. Outer shape/wall:
//
// -------
// / ^ \
// 4) / / \ \ 1)
// / / \ \
// / / \ \
// (c)=> ==== ==== <=(d)
// \ \ / /
// \ \<=(a)/ /
// \ \ / / <=(b)
// 3) \ v / 2)
// -------
//
// (a) - inner side
// (b) - outer side
// (c) - left edge (sharp)
// (d) - right edge (sharp)
// 1..n - rendering order for startAngle = 0, when set to e.g 90, order
// changes clockwise (1->2, 2->3, n->1) and counterclockwise for
// negative startAngle
let out = [
['M', cx + (rx * cos(start2)), cy + (ry * sin(start2))]
];
out = out.concat(curveTo(cx, cy, rx, ry, start2, end2, 0, 0));
// When shape is wide, it can cross both, (c) and (d) edges, when using
// startAngle
if (end > midEnd && start < midEnd) {
// Go to outer side
out.push([
'L', cx + (rx * cos(end2)) + dx, cy + (ry * sin(end2)) + dy
]);
// Curve to the right edge of the slice (d)
out = out.concat(curveTo(cx, cy, rx, ry, end2, midEnd, dx, dy));
// Go to the inner side
out.push([
'L', cx + (rx * cos(midEnd)), cy + (ry * sin(midEnd))
]);
// Curve to the true end of the slice
out = out.concat(curveTo(cx, cy, rx, ry, midEnd, end, 0, 0));
// Go to the outer side
out.push([
'L', cx + (rx * cos(end)) + dx, cy + (ry * sin(end)) + dy
]);
// Go back to middle (d)
out = out.concat(curveTo(cx, cy, rx, ry, end, midEnd, dx, dy));
out.push([
'L', cx + (rx * cos(midEnd)), cy + (ry * sin(midEnd))
]);
// Go back to the left edge
out = out.concat(curveTo(cx, cy, rx, ry, midEnd, end2, 0, 0));
// But shape can cross also only (c) edge:
}
else if (end > PI - a && start < PI - a) {
// Go to outer side
out.push([
'L',
cx + (rx * Math.cos(end2)) + dx,
cy + (ry * Math.sin(end2)) + dy
]);
// Curve to the true end of the slice
out = out.concat(curveTo(cx, cy, rx, ry, end2, end, dx, dy));
// Go to the inner side
out.push([
'L', cx + (rx * Math.cos(end)), cy + (ry * Math.sin(end))
]);
// Go back to the artificial end2
out = out.concat(curveTo(cx, cy, rx, ry, end, end2, 0, 0));
}
out.push([
'L',
cx + (rx * Math.cos(end2)) + dx,
cy + (ry * Math.sin(end2)) + dy
]);
out = out.concat(curveTo(cx, cy, rx, ry, end2, start2, dx, dy));
out.push(['Z']);
// INSIDE
let inn = [
['M', cx + (irx * cs), cy + (iry * ss)]
];
inn = inn.concat(curveTo(cx, cy, irx, iry, start, end, 0, 0));
inn.push([
'L',
cx + (irx * Math.cos(end)) + dx,
cy + (iry * Math.sin(end)) + dy
]);
inn = inn.concat(curveTo(cx, cy, irx, iry, end, start, dx, dy));
inn.push(['Z']);
// SIDES
const side1 = [
['M', cx + (rx * cs), cy + (ry * ss)],
['L', cx + (rx * cs) + dx, cy + (ry * ss) + dy],
['L', cx + (irx * cs) + dx, cy + (iry * ss) + dy],
['L', cx + (irx * cs), cy + (iry * ss)],
['Z']
];
const side2 = [
['M', cx + (rx * ce), cy + (ry * se)],
['L', cx + (rx * ce) + dx, cy + (ry * se) + dy],
['L', cx + (irx * ce) + dx, cy + (iry * se) + dy],
['L', cx + (irx * ce), cy + (iry * se)],
['Z']
];
// Correction for changed position of vanishing point caused by alpha
// and beta rotations
const angleCorr = Math.atan2(dy, -dx);
let angleEnd = Math.abs(end + angleCorr), angleStart = Math.abs(start + angleCorr), angleMid = Math.abs((start + end) / 2 + angleCorr);
/**
* Set to 0-PI range
* @private
*/
function toZeroPIRange(angle) {
angle = angle % (2 * Math.PI);
if (angle > Math.PI) {
angle = 2 * Math.PI - angle;
}
return angle;
}
angleEnd = toZeroPIRange(angleEnd);
angleStart = toZeroPIRange(angleStart);
angleMid = toZeroPIRange(angleMid);
// *1e5 is to compensate pInt in zIndexSetter
const incPrecision = 1e5, a1 = angleMid * incPrecision, a2 = angleStart * incPrecision, a3 = angleEnd * incPrecision;
return {
top: top,
// Max angle is PI, so this is always higher
zTop: Math.PI * incPrecision + 1,
out: out,
zOut: Math.max(a1, a2, a3),
inn: inn,
zInn: Math.max(a1, a2, a3),
side1: side1,
// To keep below zOut and zInn in case of same values
zSide1: a3 * 0.99,
side2: side2,
zSide2: a2 * 0.99
};
}
})(SVGRenderer3D || (SVGRenderer3D = {}));
/* *
*
* Default Export
*
* */
export default SVGRenderer3D;