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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 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;