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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 pointvar vec2Min = vec2.min;var vec2Max = vec2.max;var scaleAndAdd = vec2.scaleAndAdd;var v2Copy = vec2.copy; // Temporary variablevar 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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