poly.js 9.84 KB
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;