| 1 |
- {"ast":null,"code":"import \"core-js/modules/es.array.push.js\";\nimport { cubicSubdivide } from '../core/curve.js';\nimport PathProxy from '../core/PathProxy.js';\nvar CMD = PathProxy.CMD;\nfunction aroundEqual(a, b) {\n return Math.abs(a - b) < 1e-5;\n}\nexport function pathToBezierCurves(path) {\n var data = path.data;\n var len = path.len();\n var bezierArrayGroups = [];\n var currentSubpath;\n var xi = 0;\n var yi = 0;\n var x0 = 0;\n var y0 = 0;\n function createNewSubpath(x, y) {\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n currentSubpath = [x, y];\n }\n function addLine(x0, y0, x1, y1) {\n if (!(aroundEqual(x0, x1) && aroundEqual(y0, y1))) {\n currentSubpath.push(x0, y0, x1, y1, x1, y1);\n }\n }\n function addArc(startAngle, endAngle, cx, cy, rx, ry) {\n var delta = Math.abs(endAngle - startAngle);\n var len = Math.tan(delta / 4) * 4 / 3;\n var dir = endAngle < startAngle ? -1 : 1;\n var c1 = Math.cos(startAngle);\n var s1 = Math.sin(startAngle);\n var c2 = Math.cos(endAngle);\n var s2 = Math.sin(endAngle);\n var x1 = c1 * rx + cx;\n var y1 = s1 * ry + cy;\n var x4 = c2 * rx + cx;\n var y4 = s2 * ry + cy;\n var hx = rx * len * dir;\n var hy = ry * len * dir;\n currentSubpath.push(x1 - hx * s1, y1 + hy * c1, x4 + hx * s2, y4 - hy * c2, x4, y4);\n }\n var x1;\n var y1;\n var x2;\n var y2;\n for (var i = 0; i < len;) {\n var cmd = data[i++];\n var isFirst = i === 1;\n if (isFirst) {\n xi = data[i];\n yi = data[i + 1];\n x0 = xi;\n y0 = yi;\n if (cmd === CMD.L || cmd === CMD.C || cmd === CMD.Q) {\n currentSubpath = [x0, y0];\n }\n }\n switch (cmd) {\n case CMD.M:\n xi = x0 = data[i++];\n yi = y0 = data[i++];\n createNewSubpath(x0, y0);\n break;\n case CMD.L:\n x1 = data[i++];\n y1 = data[i++];\n addLine(xi, yi, x1, y1);\n xi = x1;\n yi = y1;\n break;\n case CMD.C:\n currentSubpath.push(data[i++], data[i++], data[i++], data[i++], xi = data[i++], yi = data[i++]);\n break;\n case CMD.Q:\n x1 = data[i++];\n y1 = data[i++];\n x2 = data[i++];\n y2 = data[i++];\n currentSubpath.push(xi + 2 / 3 * (x1 - xi), yi + 2 / 3 * (y1 - yi), x2 + 2 / 3 * (x1 - x2), y2 + 2 / 3 * (y1 - y2), x2, y2);\n xi = x2;\n yi = y2;\n break;\n case CMD.A:\n var cx = data[i++];\n var cy = data[i++];\n var rx = data[i++];\n var ry = data[i++];\n var startAngle = data[i++];\n var endAngle = data[i++] + startAngle;\n i += 1;\n var anticlockwise = !data[i++];\n x1 = Math.cos(startAngle) * rx + cx;\n y1 = Math.sin(startAngle) * ry + cy;\n if (isFirst) {\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n } else {\n addLine(xi, yi, x1, y1);\n }\n xi = Math.cos(endAngle) * rx + cx;\n yi = Math.sin(endAngle) * ry + cy;\n var step = (anticlockwise ? -1 : 1) * Math.PI / 2;\n for (var angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {\n var nextAngle = anticlockwise ? Math.max(angle + step, endAngle) : Math.min(angle + step, endAngle);\n addArc(angle, nextAngle, cx, cy, rx, ry);\n }\n break;\n case CMD.R:\n x0 = xi = data[i++];\n y0 = yi = data[i++];\n x1 = x0 + data[i++];\n y1 = y0 + data[i++];\n createNewSubpath(x1, y0);\n addLine(x1, y0, x1, y1);\n addLine(x1, y1, x0, y1);\n addLine(x0, y1, x0, y0);\n addLine(x0, y0, x1, y0);\n break;\n case CMD.Z:\n currentSubpath && addLine(xi, yi, x0, y0);\n xi = x0;\n yi = y0;\n break;\n }\n }\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n return bezierArrayGroups;\n}\nfunction adpativeBezier(x0, y0, x1, y1, x2, y2, x3, y3, out, scale) {\n if (aroundEqual(x0, x1) && aroundEqual(y0, y1) && aroundEqual(x2, x3) && aroundEqual(y2, y3)) {\n out.push(x3, y3);\n return;\n }\n var PIXEL_DISTANCE = 2 / scale;\n var PIXEL_DISTANCE_SQR = PIXEL_DISTANCE * PIXEL_DISTANCE;\n var dx = x3 - x0;\n var dy = y3 - y0;\n var d = Math.sqrt(dx * dx + dy * dy);\n dx /= d;\n dy /= d;\n var dx1 = x1 - x0;\n var dy1 = y1 - y0;\n var dx2 = x2 - x3;\n var dy2 = y2 - y3;\n var cp1LenSqr = dx1 * dx1 + dy1 * dy1;\n var cp2LenSqr = dx2 * dx2 + dy2 * dy2;\n if (cp1LenSqr < PIXEL_DISTANCE_SQR && cp2LenSqr < PIXEL_DISTANCE_SQR) {\n out.push(x3, y3);\n return;\n }\n var projLen1 = dx * dx1 + dy * dy1;\n var projLen2 = -dx * dx2 - dy * dy2;\n var d1Sqr = cp1LenSqr - projLen1 * projLen1;\n var d2Sqr = cp2LenSqr - projLen2 * projLen2;\n if (d1Sqr < PIXEL_DISTANCE_SQR && projLen1 >= 0 && d2Sqr < PIXEL_DISTANCE_SQR && projLen2 >= 0) {\n out.push(x3, y3);\n return;\n }\n var tmpSegX = [];\n var tmpSegY = [];\n cubicSubdivide(x0, x1, x2, x3, 0.5, tmpSegX);\n cubicSubdivide(y0, y1, y2, y3, 0.5, tmpSegY);\n adpativeBezier(tmpSegX[0], tmpSegY[0], tmpSegX[1], tmpSegY[1], tmpSegX[2], tmpSegY[2], tmpSegX[3], tmpSegY[3], out, scale);\n adpativeBezier(tmpSegX[4], tmpSegY[4], tmpSegX[5], tmpSegY[5], tmpSegX[6], tmpSegY[6], tmpSegX[7], tmpSegY[7], out, scale);\n}\nexport function pathToPolygons(path, scale) {\n var bezierArrayGroups = pathToBezierCurves(path);\n var polygons = [];\n scale = scale || 1;\n for (var i = 0; i < bezierArrayGroups.length; i++) {\n var beziers = bezierArrayGroups[i];\n var polygon = [];\n var x0 = beziers[0];\n var y0 = beziers[1];\n polygon.push(x0, y0);\n for (var k = 2; k < beziers.length;) {\n var x1 = beziers[k++];\n var y1 = beziers[k++];\n var x2 = beziers[k++];\n var y2 = beziers[k++];\n var x3 = beziers[k++];\n var y3 = beziers[k++];\n adpativeBezier(x0, y0, x1, y1, x2, y2, x3, y3, polygon, scale);\n x0 = x3;\n y0 = y3;\n }\n polygons.push(polygon);\n }\n return polygons;\n}","map":{"version":3,"names":["cubicSubdivide","PathProxy","CMD","aroundEqual","a","b","Math","abs","pathToBezierCurves","path","data","len","bezierArrayGroups","currentSubpath","xi","yi","x0","y0","createNewSubpath","x","y","length","push","addLine","x1","y1","addArc","startAngle","endAngle","cx","cy","rx","ry","delta","tan","dir","c1","cos","s1","sin","c2","s2","x4","y4","hx","hy","x2","y2","i","cmd","isFirst","L","C","Q","M","A","anticlockwise","step","PI","angle","nextAngle","max","min","R","Z","adpativeBezier","x3","y3","out","scale","PIXEL_DISTANCE","PIXEL_DISTANCE_SQR","dx","dy","d","sqrt","dx1","dy1","dx2","dy2","cp1LenSqr","cp2LenSqr","projLen1","projLen2","d1Sqr","d2Sqr","tmpSegX","tmpSegY","pathToPolygons","polygons","beziers","polygon","k"],"sources":["E:/git/2021项目/安科院大屏/node_modules/zrender/lib/tool/convertPath.js"],"sourcesContent":["import { cubicSubdivide } from '../core/curve.js';\nimport PathProxy from '../core/PathProxy.js';\nvar CMD = PathProxy.CMD;\nfunction aroundEqual(a, b) {\n return Math.abs(a - b) < 1e-5;\n}\nexport function pathToBezierCurves(path) {\n var data = path.data;\n var len = path.len();\n var bezierArrayGroups = [];\n var currentSubpath;\n var xi = 0;\n var yi = 0;\n var x0 = 0;\n var y0 = 0;\n function createNewSubpath(x, y) {\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n currentSubpath = [x, y];\n }\n function addLine(x0, y0, x1, y1) {\n if (!(aroundEqual(x0, x1) && aroundEqual(y0, y1))) {\n currentSubpath.push(x0, y0, x1, y1, x1, y1);\n }\n }\n function addArc(startAngle, endAngle, cx, cy, rx, ry) {\n var delta = Math.abs(endAngle - startAngle);\n var len = Math.tan(delta / 4) * 4 / 3;\n var dir = endAngle < startAngle ? -1 : 1;\n var c1 = Math.cos(startAngle);\n var s1 = Math.sin(startAngle);\n var c2 = Math.cos(endAngle);\n var s2 = Math.sin(endAngle);\n var x1 = c1 * rx + cx;\n var y1 = s1 * ry + cy;\n var x4 = c2 * rx + cx;\n var y4 = s2 * ry + cy;\n var hx = rx * len * dir;\n var hy = ry * len * dir;\n currentSubpath.push(x1 - hx * s1, y1 + hy * c1, x4 + hx * s2, y4 - hy * c2, x4, y4);\n }\n var x1;\n var y1;\n var x2;\n var y2;\n for (var i = 0; i < len;) {\n var cmd = data[i++];\n var isFirst = i === 1;\n if (isFirst) {\n xi = data[i];\n yi = data[i + 1];\n x0 = xi;\n y0 = yi;\n if (cmd === CMD.L || cmd === CMD.C || cmd === CMD.Q) {\n currentSubpath = [x0, y0];\n }\n }\n switch (cmd) {\n case CMD.M:\n xi = x0 = data[i++];\n yi = y0 = data[i++];\n createNewSubpath(x0, y0);\n break;\n case CMD.L:\n x1 = data[i++];\n y1 = data[i++];\n addLine(xi, yi, x1, y1);\n xi = x1;\n yi = y1;\n break;\n case CMD.C:\n currentSubpath.push(data[i++], data[i++], data[i++], data[i++], xi = data[i++], yi = data[i++]);\n break;\n case CMD.Q:\n x1 = data[i++];\n y1 = data[i++];\n x2 = data[i++];\n y2 = data[i++];\n currentSubpath.push(xi + 2 / 3 * (x1 - xi), yi + 2 / 3 * (y1 - yi), x2 + 2 / 3 * (x1 - x2), y2 + 2 / 3 * (y1 - y2), x2, y2);\n xi = x2;\n yi = y2;\n break;\n case CMD.A:\n var cx = data[i++];\n var cy = data[i++];\n var rx = data[i++];\n var ry = data[i++];\n var startAngle = data[i++];\n var endAngle = data[i++] + startAngle;\n i += 1;\n var anticlockwise = !data[i++];\n x1 = Math.cos(startAngle) * rx + cx;\n y1 = Math.sin(startAngle) * ry + cy;\n if (isFirst) {\n x0 = x1;\n y0 = y1;\n createNewSubpath(x0, y0);\n }\n else {\n addLine(xi, yi, x1, y1);\n }\n xi = Math.cos(endAngle) * rx + cx;\n yi = Math.sin(endAngle) * ry + cy;\n var step = (anticlockwise ? -1 : 1) * Math.PI / 2;\n for (var angle = startAngle; anticlockwise ? angle > endAngle : angle < endAngle; angle += step) {\n var nextAngle = anticlockwise ? Math.max(angle + step, endAngle)\n : Math.min(angle + step, endAngle);\n addArc(angle, nextAngle, cx, cy, rx, ry);\n }\n break;\n case CMD.R:\n x0 = xi = data[i++];\n y0 = yi = data[i++];\n x1 = x0 + data[i++];\n y1 = y0 + data[i++];\n createNewSubpath(x1, y0);\n addLine(x1, y0, x1, y1);\n addLine(x1, y1, x0, y1);\n addLine(x0, y1, x0, y0);\n addLine(x0, y0, x1, y0);\n break;\n case CMD.Z:\n currentSubpath && addLine(xi, yi, x0, y0);\n xi = x0;\n yi = y0;\n break;\n }\n }\n if (currentSubpath && currentSubpath.length > 2) {\n bezierArrayGroups.push(currentSubpath);\n }\n return bezierArrayGroups;\n}\nfunction adpativeBezier(x0, y0, x1, y1, x2, y2, x3, y3, out, scale) {\n if (aroundEqual(x0, x1) && aroundEqual(y0, y1) && aroundEqual(x2, x3) && aroundEqual(y2, y3)) {\n out.push(x3, y3);\n return;\n }\n var PIXEL_DISTANCE = 2 / scale;\n var PIXEL_DISTANCE_SQR = PIXEL_DISTANCE * PIXEL_DISTANCE;\n var dx = x3 - x0;\n var dy = y3 - y0;\n var d = Math.sqrt(dx * dx + dy * dy);\n dx /= d;\n dy /= d;\n var dx1 = x1 - x0;\n var dy1 = y1 - y0;\n var dx2 = x2 - x3;\n var dy2 = y2 - y3;\n var cp1LenSqr = dx1 * dx1 + dy1 * dy1;\n var cp2LenSqr = dx2 * dx2 + dy2 * dy2;\n if (cp1LenSqr < PIXEL_DISTANCE_SQR && cp2LenSqr < PIXEL_DISTANCE_SQR) {\n out.push(x3, y3);\n return;\n }\n var projLen1 = dx * dx1 + dy * dy1;\n var projLen2 = -dx * dx2 - dy * dy2;\n var d1Sqr = cp1LenSqr - projLen1 * projLen1;\n var d2Sqr = cp2LenSqr - projLen2 * projLen2;\n if (d1Sqr < PIXEL_DISTANCE_SQR && projLen1 >= 0\n && d2Sqr < PIXEL_DISTANCE_SQR && projLen2 >= 0) {\n out.push(x3, y3);\n return;\n }\n var tmpSegX = [];\n var tmpSegY = [];\n cubicSubdivide(x0, x1, x2, x3, 0.5, tmpSegX);\n cubicSubdivide(y0, y1, y2, y3, 0.5, tmpSegY);\n adpativeBezier(tmpSegX[0], tmpSegY[0], tmpSegX[1], tmpSegY[1], tmpSegX[2], tmpSegY[2], tmpSegX[3], tmpSegY[3], out, scale);\n adpativeBezier(tmpSegX[4], tmpSegY[4], tmpSegX[5], tmpSegY[5], tmpSegX[6], tmpSegY[6], tmpSegX[7], tmpSegY[7], out, scale);\n}\nexport function pathToPolygons(path, scale) {\n var bezierArrayGroups = pathToBezierCurves(path);\n var polygons = [];\n scale = scale || 1;\n for (var i = 0; i < bezierArrayGroups.length; i++) {\n var beziers = bezierArrayGroups[i];\n var polygon = [];\n var x0 = beziers[0];\n var y0 = beziers[1];\n polygon.push(x0, y0);\n for (var k = 2; k < beziers.length;) {\n var x1 = beziers[k++];\n var y1 = beziers[k++];\n var x2 = beziers[k++];\n var y2 = beziers[k++];\n var x3 = beziers[k++];\n var y3 = beziers[k++];\n adpativeBezier(x0, y0, x1, y1, x2, y2, x3, y3, polygon, scale);\n x0 = x3;\n y0 = y3;\n }\n polygons.push(polygon);\n }\n return 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