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zrender

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A lightweight graphic library providing 2d draw for Apache ECharts

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/** * @author Yi Shen(https://github.com/pissang) */ import * as vec2 from './vector'; import * as curve from './curve'; const mathMin = Math.min; const mathMax = Math.max; const mathSin = Math.sin; const mathCos = Math.cos; const PI2 = Math.PI * 2; const start = vec2.create(); const end = vec2.create(); const extremity = vec2.create(); /** * 从顶点数组中计算出最小包围盒,写入`min`和`max`中 */ export function fromPoints(points: ArrayLike<number>[], min: vec2.VectorArray, max: vec2.VectorArray) { if (points.length === 0) { return; } let p = points[0]; let left = p[0]; let right = p[0]; let top = p[1]; let bottom = p[1]; for (let 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; } export function fromLine( x0: number, y0: number, x1: number, y1: number, min: vec2.VectorArray, max: vec2.VectorArray ) { min[0] = mathMin(x0, x1); min[1] = mathMin(y0, y1); max[0] = mathMax(x0, x1); max[1] = mathMax(y0, y1); } const xDim: number[] = []; const yDim: number[] = []; /** * 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 */ export function fromCubic( x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, min: vec2.VectorArray, max: vec2.VectorArray ) { const cubicExtrema = curve.cubicExtrema; const cubicAt = curve.cubicAt; let n = cubicExtrema(x0, x1, x2, x3, xDim); min[0] = Infinity; min[1] = Infinity; max[0] = -Infinity; max[1] = -Infinity; for (let i = 0; i < n; i++) { const 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 (let i = 0; i < n; i++) { const 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 */ export function fromQuadratic( x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, min: vec2.VectorArray, max: vec2.VectorArray ) { const quadraticExtremum = curve.quadraticExtremum; const quadraticAt = curve.quadraticAt; // Find extremities, where derivative in x dim or y dim is zero const tx = mathMax( mathMin(quadraticExtremum(x0, x1, x2), 1), 0 ); const ty = mathMax( mathMin(quadraticExtremum(y0, y1, y2), 1), 0 ); const x = quadraticAt(x0, x1, x2, tx); const 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 */ export function fromArc( x: number, y: number, rx: number, ry: number, startAngle: number, endAngle: number, anticlockwise: boolean, min: vec2.VectorArray, max: vec2.VectorArray ) { const vec2Min = vec2.min; const vec2Max = vec2.max; const 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) { const tmp = endAngle; endAngle = startAngle; startAngle = tmp; } // const number = 0; // const step = (anticlockwise ? -Math.PI : Math.PI) / 2; for (let 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); } } }