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from './contains';\n/**\n * Flattens `array` a single level deep.\n *\n * @param {Array} arr The array to inspect.\n * @param {Array} values The values to exclude.\n * @return {Array} Returns the new array of filtered values.\n * @example\n * difference([2, 1], [2, 3]); // => [1]\n */\nvar difference = function (arr, values) {\n if (values === void 0) { values = []; }\n return filter(arr, function (value) { return !contains(values, value); });\n};\nexport default difference;\n//# sourceMappingURL=difference.js.map","var toString = {}.toString;\nvar isType = function (value, type) { return toString.call(value) === '[object ' + type + ']'; };\nexport default isType;\n//# sourceMappingURL=is-type.js.map","/**\n * 是否为函数\n * @param {*} fn 对象\n * @return {Boolean} 是否函数\n */\nimport isType from './is-type';\nexport default (function (value) {\n return isType(value, 'Function');\n});\n//# sourceMappingURL=is-function.js.map","// isFinite,\nvar isNil = function (value) {\n /**\n * isNil(null) => true\n * isNil() => true\n */\n return value === null || value === undefined;\n};\nexport default isNil;\n//# sourceMappingURL=is-nil.js.map","import isType from './is-type';\nexport default (function (value) {\n return Array.isArray ?\n Array.isArray(value) :\n isType(value, 'Array');\n});\n//# sourceMappingURL=is-array.js.map","export default (function (value) {\n /**\n * isObject({}) => true\n * isObject([1, 2, 3]) => true\n * isObject(Function) => true\n * isObject(null) => false\n */\n var type = typeof value;\n return value !== null && type === 'object' || type === 'function';\n});\n//# sourceMappingURL=is-object.js.map","import isArray from './is-array';\nimport isObject from './is-object';\nfunction each(elements, func) {\n if (!elements) {\n return;\n }\n var rst;\n if (isArray(elements)) {\n for (var i = 0, len = elements.length; i < len; i++) {\n rst = func(elements[i], i);\n if (rst === false) {\n break;\n }\n }\n }\n else if (isObject(elements)) {\n for (var k in elements) {\n if (elements.hasOwnProperty(k)) {\n rst = func(elements[k], k);\n if (rst === false) {\n break;\n }\n }\n }\n }\n}\nexport default each;\n//# sourceMappingURL=each.js.map","import each from './each';\nimport isFunction from './is-function';\nvar keys = Object.keys ? function (obj) { return Object.keys(obj); } : function (obj) {\n var result = [];\n each(obj, function (value, key) {\n if (!(isFunction(obj) && key === 'prototype')) {\n result.push(key);\n }\n });\n return result;\n};\nexport default keys;\n//# sourceMappingURL=keys.js.map","import isNil from './is-nil';\nimport keys from './keys';\nfunction isMatch(obj, attrs) {\n var _keys = keys(attrs);\n var length = _keys.length;\n if (isNil(obj))\n return !length;\n for (var i = 0; i < length; i += 1) {\n var key = _keys[i];\n if (attrs[key] !== obj[key] || !(key in obj)) {\n return false;\n }\n }\n return true;\n}\nexport default isMatch;\n//# sourceMappingURL=is-match.js.map","var isObjectLike = function (value) {\n /**\n * isObjectLike({}) => true\n * isObjectLike([1, 2, 3]) => true\n * isObjectLike(Function) => false\n * isObjectLike(null) => false\n */\n return typeof value === 'object' && value !== null;\n};\nexport default isObjectLike;\n//# sourceMappingURL=is-object-like.js.map","import isObjectLike from './is-object-like';\nimport isType from './is-type';\nvar isPlainObject = function (value) {\n /**\n * isObjectLike(new Foo) => false\n * isObjectLike([1, 2, 3]) => false\n * isObjectLike({ x: 0, y: 0 }) => true\n * isObjectLike(Object.create(null)) => true\n */\n if (!isObjectLike(value) || !isType(value, 'Object')) {\n return false;\n }\n if (Object.getPrototypeOf(value) === null) {\n return true;\n }\n var proto = value;\n while (Object.getPrototypeOf(proto) !== null) {\n proto = Object.getPrototypeOf(proto);\n }\n return Object.getPrototypeOf(value) === proto;\n};\nexport default isPlainObject;\n//# sourceMappingURL=is-plain-object.js.map","import isFunction from './is-function';\nimport isMatch from './is-match';\nimport isArray from './is-array';\nimport isPlainObject from './is-plain-object';\nfunction find(arr, predicate) {\n if (!isArray(arr))\n return null;\n var _predicate;\n if (isFunction(predicate)) {\n _predicate = predicate;\n }\n if (isPlainObject(predicate)) {\n _predicate = function (a) { return isMatch(a, predicate); };\n }\n if (_predicate) {\n for (var i = 0; i < arr.length; i += 1) {\n if (_predicate(arr[i])) {\n return arr[i];\n }\n }\n }\n return null;\n}\nexport default find;\n//# sourceMappingURL=find.js.map","function findIndex(arr, predicate, fromIndex) {\n if (fromIndex === void 0) { fromIndex = 0; }\n for (var i = fromIndex; i < arr.length; i++) {\n if (predicate(arr[i], i)) {\n // 找到终止循环\n return i;\n }\n }\n return -1;\n}\nexport default findIndex;\n//# sourceMappingURL=find-index.js.map","import isNil from './is-nil';\nimport isArray from './is-array';\nvar firstValue = function (data, name) {\n var rst = null;\n for (var i = 0; i < data.length; i++) {\n var obj = data[i];\n var value = obj[name];\n if (!isNil(value)) {\n if (isArray(value)) {\n rst = value[0]; // todo 这里是否应该使用递归,调用 firstValue @绝云\n }\n else {\n rst = value;\n }\n break;\n }\n }\n return rst;\n};\nexport default firstValue;\n//# sourceMappingURL=first-value.js.map","import isArray from './is-array';\n/**\n * Flattens `array` a single level deep.\n *\n * @param {Array} arr The array to flatten.\n * @return {Array} Returns the new flattened array.\n * @example\n *\n * flatten([1, [2, [3, [4]], 5]]); // => [1, 2, [3, [4]], 5]\n */\nvar flatten = function (arr) {\n if (!isArray(arr)) {\n return [];\n }\n var rst = [];\n for (var i = 0; i < arr.length; i++) {\n rst = rst.concat(arr[i]);\n }\n return rst;\n};\nexport default flatten;\n//# sourceMappingURL=flatten.js.map","import isArray from './is-array';\n/**\n * @param {Array} arr The array to iterate over.\n * @return {*} Returns the maximum value.\n * @example\n *\n * max([1, 2]);\n * // => 2\n *\n * max([]);\n * // => undefined\n *\n * const data = new Array(1250010).fill(1).map((d,idx) => idx);\n *\n * max(data);\n * // => 1250010\n * // Math.max(...data) will encounter \"Maximum call stack size exceeded\" error\n */\nexport default (function (arr) {\n if (!isArray(arr)) {\n return undefined;\n }\n return arr.reduce(function (prev, curr) {\n return Math.max(prev, curr);\n }, arr[0]);\n});\n//# sourceMappingURL=max.js.map","import isArray from './is-array';\n/**\n * @param {Array} arr The array to iterate over.\n * @return {*} Returns the minimum value.\n * @example\n *\n * min([1, 2]);\n * // => 1\n *\n * min([]);\n * // => undefined\n *\n * const data = new Array(1250010).fill(1).map((d,idx) => idx);\n *\n * min(data);\n * // => 1250010\n * // Math.min(...data) will encounter \"Maximum call stack size exceeded\" error\n */\nexport default (function (arr) {\n if (!isArray(arr)) {\n return undefined;\n }\n return arr.reduce(function (prev, curr) {\n return Math.min(prev, curr);\n }, arr[0]);\n});\n//# sourceMappingURL=min.js.map","import isArray from './is-array';\nimport { default as getMax } from './max';\nimport { default as getMin } from './min';\nvar getRange = function (values) {\n // 存在 NaN 时,min,max 判定会出问题\n var filterValues = values.filter(function (v) { return !isNaN(v); });\n if (!filterValues.length) {\n // 如果没有数值则直接返回0\n return {\n min: 0,\n max: 0,\n };\n }\n if (isArray(values[0])) {\n var tmp = [];\n for (var i = 0; i < values.length; i++) {\n tmp = tmp.concat(values[i]);\n }\n filterValues = tmp;\n }\n var max = getMax(filterValues);\n var min = getMin(filterValues);\n return {\n min: min,\n max: max,\n };\n};\nexport default getRange;\n//# sourceMappingURL=get-range.js.map","import isArrayLike from './is-array-like';\nvar splice = Array.prototype.splice;\nvar pullAt = function pullAt(arr, indexes) {\n if (!isArrayLike(arr)) {\n return [];\n }\n var length = arr ? indexes.length : 0;\n var last = length - 1;\n while (length--) {\n var previous = void 0;\n var index = indexes[length];\n if (length === last || index !== previous) {\n previous = index;\n splice.call(arr, index, 1);\n }\n }\n return arr;\n};\nexport default pullAt;\n//# sourceMappingURL=pull-at.js.map","import each from './each';\nimport isArray from './is-array';\nimport isPlainObject from './is-plain-object';\nvar reduce = function (arr, fn, init) {\n if (!isArray(arr) && !isPlainObject(arr)) {\n return arr;\n }\n var result = init;\n each(arr, function (data, i) {\n result = fn(result, data, i);\n });\n return result;\n};\nexport default reduce;\n//# sourceMappingURL=reduce.js.map","import isArrayLike from './is-array-like';\nimport pullAt from './pull-at';\nvar remove = function (arr, predicate) {\n /**\n * const arr = [1, 2, 3, 4]\n * const evens = remove(arr, n => n % 2 == 0)\n * console.log(arr) // => [1, 3]\n * console.log(evens) // => [2, 4]\n */\n var result = [];\n if (!isArrayLike(arr)) {\n return result;\n }\n var i = -1;\n var indexes = [];\n var length = arr.length;\n while (++i < length) {\n var value = arr[i];\n if (predicate(value, i, arr)) {\n result.push(value);\n indexes.push(i);\n }\n }\n pullAt(arr, indexes);\n return result;\n};\nexport default remove;\n//# sourceMappingURL=remove.js.map","import isType from './is-type';\nexport default (function (str) {\n return isType(str, 'String');\n});\n//# sourceMappingURL=is-string.js.map","import isArray from './is-array';\nimport isString from './is-string';\nimport isFunction from './is-function';\nfunction sortBy(arr, key) {\n var comparer;\n if (isFunction(key)) {\n comparer = function (a, b) { return key(a) - key(b); };\n }\n else {\n var keys_1 = [];\n if (isString(key)) {\n keys_1.push(key);\n }\n else if (isArray(key)) {\n keys_1 = key;\n }\n comparer = function (a, b) {\n for (var i = 0; i < keys_1.length; i += 1) {\n var prop = keys_1[i];\n if (a[prop] > b[prop]) {\n return 1;\n }\n if (a[prop] < b[prop]) {\n return -1;\n }\n }\n return 0;\n };\n }\n arr.sort(comparer);\n return arr;\n}\nexport default sortBy;\n//# sourceMappingURL=sort-by.js.map","export default function uniq(arr, cache) {\n if (cache === void 0) { cache = new Map(); }\n var r = [];\n if (Array.isArray(arr)) {\n for (var i = 0, len = arr.length; i < len; i++) {\n var item = arr[i];\n // 加一个 cache,提升性能\n if (!cache.has(item)) {\n r.push(item);\n cache.set(item, true);\n }\n }\n }\n return r;\n}\n//# sourceMappingURL=uniq.js.map","import isArray from './is-array';\nimport isNil from './is-nil';\nexport default (function (data, name) {\n var rst = [];\n var tmpMap = {};\n for (var i = 0; i < data.length; i++) {\n var obj = data[i];\n var value = obj[name];\n if (!isNil(value)) {\n // flatten\n if (!isArray(value)) {\n value = [value];\n }\n for (var j = 0; j < value.length; j++) {\n var val = value[j];\n // unique\n if (!tmpMap[val]) {\n rst.push(val);\n tmpMap[val] = true;\n }\n }\n }\n }\n return rst;\n});\n//# sourceMappingURL=values-of-key.js.map","import isArrayLike from './is-array-like';\nexport default function head(o) {\n if (isArrayLike(o)) {\n return o[0];\n }\n return undefined;\n}\n//# sourceMappingURL=head.js.map","import isArrayLike from './is-array-like';\nexport default function last(o) {\n if (isArrayLike(o)) {\n var arr = o;\n return arr[arr.length - 1];\n }\n return undefined;\n}\n//# sourceMappingURL=last.js.map","/**\n * 只要有一个不满足条件就返回 false\n * @param arr\n * @param func\n */\nvar every = function (arr, func) {\n for (var i = 0; i < arr.length; i++) {\n if (!func(arr[i], i))\n return false;\n }\n return true;\n};\nexport default every;\n//# sourceMappingURL=every.js.map","/**\n * 只要有一个满足条件就返回 true\n * @param arr\n * @param func\n */\nvar some = function (arr, func) {\n for (var i = 0; i < arr.length; i++) {\n if (func(arr[i], i))\n return true;\n }\n return false;\n};\nexport default some;\n//# sourceMappingURL=some.js.map","import isArray from './is-array';\nimport isFunction from './is-function';\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nfunction groupBy(data, condition) {\n if (!condition || !isArray(data)) {\n return {};\n }\n var result = {};\n // 兼容方法和 字符串的写法\n var predicate = isFunction(condition) ? condition : function (item) { return item[condition]; };\n var key;\n for (var i = 0; i < data.length; i++) {\n var item = data[i];\n key = predicate(item);\n if (hasOwnProperty.call(result, key)) {\n result[key].push(item);\n }\n else {\n result[key] = [item];\n }\n }\n return result;\n}\nexport default groupBy;\n//# sourceMappingURL=group-by.js.map","import isArray from './is-array';\nimport isFunction from './is-function';\nimport groupBy from './group-by';\n/**\n * 将数据分组成 map\n * @param data\n * @param condition\n */\nexport default function groupToMap(data, condition) {\n if (!condition) {\n return {\n 0: data,\n };\n }\n if (!isFunction(condition)) {\n // 如果是字符串,则按照 a*b 风格成数组\n var paramscondition_1 = isArray(condition) ? condition : condition.replace(/\\s+/g, '').split('*');\n condition = function (row) {\n var unique = '_'; // 避免出现数字作为Key的情况,会进行按照数字的排序\n // 根据字段列表的值,拼接成 key\n for (var i = 0, l = paramscondition_1.length; i < l; i++) {\n unique += row[paramscondition_1[i]] && row[paramscondition_1[i]].toString();\n }\n return unique;\n };\n }\n return groupBy(data, condition);\n}\n//# sourceMappingURL=group-to-map.js.map","import groupToMap from './group-to-map';\nexport default (function (data, condition) {\n if (!condition) {\n // 没有条件,则自身改成数组\n return [data];\n }\n var groups = groupToMap(data, condition);\n var array = [];\n for (var i in groups) {\n array.push(groups[i]);\n }\n return array;\n});\n//# sourceMappingURL=group.js.map","var clamp = function (a, min, max) {\n if (a < min) {\n return min;\n }\n else if (a > max) {\n return max;\n }\n return a;\n};\nexport default clamp;\n//# sourceMappingURL=clamp.js.map","var fixedBase = function (v, base) {\n var str = base.toString();\n var index = str.indexOf('.');\n if (index === -1) {\n return Math.round(v);\n }\n var length = str.substr(index + 1).length;\n if (length > 20) {\n length = 20;\n }\n return parseFloat(v.toFixed(length));\n};\nexport default fixedBase;\n//# sourceMappingURL=fixed-base.js.map","/**\n * 判断是否数字\n * @return {Boolean} 是否数字\n */\nimport isType from './is-type';\nvar isNumber = function (value) {\n return isType(value, 'Number');\n};\nexport default isNumber;\n//# sourceMappingURL=is-number.js.map","var PRECISION = 0.00001; // numbers less than this is considered as 0\nexport default function isNumberEqual(a, b, precision) {\n if (precision === void 0) { precision = PRECISION; }\n return Math.abs((a - b)) < precision;\n}\n;\n//# sourceMappingURL=is-number-equal.js.map","import isArray from './is-array';\nimport isFunction from './is-function';\n/**\n * @param {Array} arr The array to iterate over.\n * @param {Function} [fn] The iteratee invoked per element.\n * @return {*} Returns the maximum value.\n * @example\n *\n * var objects = [{ 'n': 1 }, { 'n': 2 }];\n *\n * maxBy(objects, function(o) { return o.n; });\n * // => { 'n': 2 }\n *\n * maxBy(objects, 'n');\n * // => { 'n': 2 }\n */\nexport default (function (arr, fn) {\n if (!isArray(arr)) {\n return undefined;\n }\n var maxItem;\n var max = -Infinity;\n for (var i = 0; i < arr.length; i++) {\n var item = arr[i];\n var v = isFunction(fn) ? fn(item) : item[fn];\n if (v > max) {\n maxItem = item;\n max = v;\n }\n }\n return maxItem;\n});\n//# sourceMappingURL=max-by.js.map","import isArray from './is-array';\nimport isFunction from './is-function';\n/**\n * @param {Array} arr The array to iterate over.\n * @param {Function} [fn] The iteratee invoked per element.\n * @return {*} Returns the minimum value.\n * @example\n *\n * var objects = [{ 'n': 1 }, { 'n': 2 }];\n *\n * minBy(objects, function(o) { return o.n; });\n * // => { 'n': 1 }\n *\n * minBy(objects, 'n');\n * // => { 'n': 1 }\n */\nexport default (function (arr, fn) {\n if (!isArray(arr)) {\n return undefined;\n }\n var minItem;\n var min = Infinity;\n for (var i = 0; i < arr.length; i++) {\n var item = arr[i];\n var v = isFunction(fn) ? fn(item) : item[fn];\n if (v < min) {\n minItem = item;\n min = v;\n }\n }\n return minItem;\n});\n//# sourceMappingURL=min-by.js.map","var mod = function (n, m) {\n return ((n % m) + m) % m;\n};\nexport default mod;\n//# sourceMappingURL=mod.js.map","var RADIAN = Math.PI / 180;\nvar toRadian = function (degree) {\n return RADIAN * degree;\n};\nexport default toRadian;\n//# sourceMappingURL=to-radian.js.map","export default (function (obj, key) { return obj.hasOwnProperty(key); });\n//# sourceMappingURL=has.js.map","import each from './each';\nimport isFunction from './is-function';\n// @ts-ignore\nvar values = Object.values ? function (obj) { return Object.values(obj); } : function (obj) {\n var result = [];\n each(obj, function (value, key) {\n if (!(isFunction(obj) && key === 'prototype')) {\n result.push(value);\n }\n });\n return result;\n};\nexport default values;\n//# sourceMappingURL=values.js.map","import isNil from './is-nil';\nexport default (function (value) {\n if (isNil(value))\n return '';\n return value.toString();\n});\n//# sourceMappingURL=to-string.js.map","import toString from './to-string';\nvar lowerCase = function (str) {\n return toString(str).toLowerCase();\n};\nexport default lowerCase;\n//# sourceMappingURL=lower-case.js.map","function substitute(str, o) {\n if (!str || !o) {\n return str;\n }\n return str.replace(/\\\\?\\{([^{}]+)\\}/g, function (match, name) {\n if (match.charAt(0) === '\\\\') {\n return match.slice(1);\n }\n return (o[name] === undefined) ? '' : o[name];\n });\n}\nexport default substitute;\n//# sourceMappingURL=substitute.js.map","import toString from './to-string';\nvar upperFirst = function (value) {\n var str = toString(value);\n return str.charAt(0).toUpperCase() + str.substring(1);\n};\nexport default upperFirst;\n//# sourceMappingURL=upper-first.js.map","var toString = {}.toString;\nvar getType = function (value) {\n return toString.call(value).replace(/^\\[object /, '').replace(/]$/, '');\n};\nexport default getType;\n//# sourceMappingURL=get-type.js.map","/**\n * 是否是布尔类型\n *\n * @param {Object} value 测试的值\n * @return {Boolean}\n */\nimport isType from './is-type';\nvar isBoolean = function (value) {\n return isType(value, 'Boolean');\n};\nexport default isBoolean;\n//# sourceMappingURL=is-boolean.js.map","import isType from './is-type';\nvar isDate = function (value) {\n return isType(value, 'Date');\n};\nexport default isDate;\n//# sourceMappingURL=is-date.js.map","var isNull = function (value) {\n return value === null;\n};\nexport default isNull;\n//# sourceMappingURL=is-null.js.map","var objectProto = Object.prototype;\nvar isPrototype = function (value) {\n var Ctor = value && value.constructor;\n var proto = (typeof Ctor === 'function' && Ctor.prototype) || objectProto;\n return value === proto;\n};\nexport default isPrototype;\n//# sourceMappingURL=is-prototype.js.map","var isUndefined = function (value) {\n return value === undefined;\n};\nexport default isUndefined;\n//# sourceMappingURL=is-undefined.js.map","/**\n * 判断是否HTML元素\n * @return {Boolean} 是否HTML元素\n */\nvar isElement = function (o) {\n return o instanceof Element || o instanceof HTMLDocument;\n};\nexport default isElement;\n//# sourceMappingURL=is-element.js.map","export default function requestAnimationFrame(fn) {\n var method = window.requestAnimationFrame ||\n window.webkitRequestAnimationFrame ||\n // @ts-ignore\n window.mozRequestAnimationFrame ||\n // @ts-ignore\n window.msRequestAnimationFrame ||\n function (f) {\n return setTimeout(f, 16);\n };\n return method(fn);\n}\n;\n//# sourceMappingURL=request-animation-frame.js.map","export default function cancelAnimationFrame(handler) {\n var method = window.cancelAnimationFrame ||\n window.webkitCancelAnimationFrame ||\n // @ts-ignore\n window.mozCancelAnimationFrame ||\n // @ts-ignore\n window.msCancelAnimationFrame ||\n clearTimeout;\n method(handler);\n}\n;\n//# sourceMappingURL=clear-animation-frame.js.map","// FIXME: Mutable param should be forbidden in static lang.\nfunction _mix(dist, obj) {\n for (var key in obj) {\n if (obj.hasOwnProperty(key) && key !== 'constructor' && obj[key] !== undefined) {\n dist[key] = obj[key];\n }\n }\n}\nexport default function mix(dist, src1, src2, src3) {\n if (src1)\n _mix(dist, src1);\n if (src2)\n _mix(dist, src2);\n if (src3)\n _mix(dist, src3);\n return dist;\n}\n//# sourceMappingURL=mix.js.map","import isArray from './is-array';\nvar clone = function (obj) {\n if (typeof obj !== 'object' || obj === null) {\n return obj;\n }\n var rst;\n if (isArray(obj)) {\n rst = [];\n for (var i = 0, l = obj.length; i < l; i++) {\n if (typeof obj[i] === 'object' && obj[i] != null) {\n rst[i] = clone(obj[i]);\n }\n else {\n rst[i] = obj[i];\n }\n }\n }\n else {\n rst = {};\n for (var k in obj) {\n if (typeof obj[k] === 'object' && obj[k] != null) {\n rst[k] = clone(obj[k]);\n }\n else {\n rst[k] = obj[k];\n }\n }\n }\n return rst;\n};\nexport default clone;\n//# sourceMappingURL=clone.js.map","function debounce(func, wait, immediate) {\n var timeout;\n return function () {\n var context = this, args = arguments;\n var later = function () {\n timeout = null;\n if (!immediate) {\n func.apply(context, args);\n }\n };\n var callNow = immediate && !timeout;\n clearTimeout(timeout);\n timeout = setTimeout(later, wait);\n if (callNow) {\n func.apply(context, args);\n }\n };\n}\nexport default debounce;\n//# sourceMappingURL=debounce.js.map","import isFunction from './is-function';\n/**\n * _.memoize(calColor);\n * _.memoize(calColor, (...args) => args[0]);\n * @param f\n * @param resolver\n */\nexport default (function (f, resolver) {\n if (!isFunction(f)) {\n throw new TypeError('Expected a function');\n }\n var memoized = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n // 使用方法构造 key,如果不存在 resolver,则直接取第一个参数作为 key\n var key = resolver ? resolver.apply(this, args) : args[0];\n var cache = memoized.cache;\n if (cache.has(key)) {\n return cache.get(key);\n }\n var result = f.apply(this, args);\n // 缓存起来\n cache.set(key, result);\n return result;\n };\n memoized.cache = new Map();\n return memoized;\n});\n//# sourceMappingURL=memoize.js.map","import isArray from './is-array';\nimport isPlainObject from './is-plain-object';\nvar MAX_MIX_LEVEL = 5;\nfunction _deepMix(dist, src, level, maxLevel) {\n level = level || 0;\n maxLevel = maxLevel || MAX_MIX_LEVEL;\n for (var key in src) {\n if (src.hasOwnProperty(key)) {\n var value = src[key];\n if (value !== null && isPlainObject(value)) {\n if (!isPlainObject(dist[key])) {\n dist[key] = {};\n }\n if (level < maxLevel) {\n _deepMix(dist[key], value, level + 1, maxLevel);\n }\n else {\n dist[key] = src[key];\n }\n }\n else if (isArray(value)) {\n dist[key] = [];\n dist[key] = dist[key].concat(value);\n }\n else if (value !== undefined) {\n dist[key] = value;\n }\n }\n }\n}\n// todo 重写\nvar deepMix = function (rst) {\n var args = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n args[_i - 1] = arguments[_i];\n }\n for (var i = 0; i < args.length; i += 1) {\n _deepMix(rst, args[i]);\n }\n return rst;\n};\nexport default deepMix;\n//# sourceMappingURL=deep-mix.js.map","import isArrayLike from './is-array-like';\nvar indexOf = function (arr, obj) {\n if (!isArrayLike(arr)) {\n return -1;\n }\n var m = Array.prototype.indexOf;\n if (m) {\n return m.call(arr, obj);\n }\n var index = -1;\n for (var i = 0; i < arr.length; i++) {\n if (arr[i] === obj) {\n index = i;\n break;\n }\n }\n return index;\n};\nexport default indexOf;\n//# sourceMappingURL=index-of.js.map","import isNil from './is-nil';\nimport isArrayLike from './is-array-like';\nimport getType from './get-type';\nimport isPrototype from './is-prototype';\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nfunction isEmpty(value) {\n /**\n * isEmpty(null) => true\n * isEmpty() => true\n * isEmpty(true) => true\n * isEmpty(1) => true\n * isEmpty([1, 2, 3]) => false\n * isEmpty('abc') => false\n * isEmpty({ a: 1 }) => false\n */\n if (isNil(value)) {\n return true;\n }\n if (isArrayLike(value)) {\n return !value.length;\n }\n var type = getType(value);\n if (type === 'Map' || type === 'Set') {\n return !value.size;\n }\n if (isPrototype(value)) {\n return !Object.keys(value).length;\n }\n for (var key in value) {\n if (hasOwnProperty.call(value, key)) {\n return false;\n }\n }\n return true;\n}\nexport default isEmpty;\n//# sourceMappingURL=is-empty.js.map","import isObjectLike from './is-object-like';\nimport isArrayLike from './is-array-like';\nimport isString from './is-string';\nvar isEqual = function (value, other) {\n if (value === other) {\n return true;\n }\n if (!value || !other) {\n return false;\n }\n if (isString(value) || isString(other)) {\n return false;\n }\n if (isArrayLike(value) || isArrayLike(other)) {\n if (value.length !== other.length) {\n return false;\n }\n var rst = true;\n for (var i = 0; i < value.length; i++) {\n rst = isEqual(value[i], other[i]);\n if (!rst) {\n break;\n }\n }\n return rst;\n }\n if (isObjectLike(value) || isObjectLike(other)) {\n var valueKeys = Object.keys(value);\n var otherKeys = Object.keys(other);\n if (valueKeys.length !== otherKeys.length) {\n return false;\n }\n var rst = true;\n for (var i = 0; i < valueKeys.length; i++) {\n rst = isEqual(value[valueKeys[i]], other[valueKeys[i]]);\n if (!rst) {\n break;\n }\n }\n return rst;\n }\n return false;\n};\nexport default isEqual;\n//# sourceMappingURL=is-equal.js.map","import isArrayLike from './is-array-like';\nvar map = function (arr, func) {\n if (!isArrayLike(arr)) {\n // @ts-ignore\n return arr;\n }\n var result = [];\n for (var index = 0; index < arr.length; index++) {\n var value = arr[index];\n result.push(func(value, index));\n }\n return result;\n};\nexport default map;\n//# sourceMappingURL=map.js.map","import isNil from './is-nil';\nimport isObject from './is-object';\nvar identity = function (v) { return v; };\nexport default (function (object, func) {\n if (func === void 0) { func = identity; }\n var r = {};\n if (isObject(object) && !isNil(object)) {\n Object.keys(object).forEach(function (key) {\n // @ts-ignore\n r[key] = func(object[key], key);\n });\n }\n return r;\n});\n//# sourceMappingURL=map-values.js.map","import isString from './is-string';\n/**\n * https://github.com/developit/dlv/blob/master/index.js\n * @param obj\n * @param key\n * @param defaultValue\n */\nexport default (function (obj, key, defaultValue) {\n var p = 0;\n var keyArr = isString(key) ? key.split('.') : key;\n while (obj && p < keyArr.length) {\n obj = obj[keyArr[p++]];\n }\n return (obj === undefined || p < keyArr.length) ? defaultValue : obj;\n});\n//# sourceMappingURL=get.js.map","import isObject from './is-object';\nimport isString from './is-string';\nimport isNumber from './is-number';\n/**\n * https://github.com/developit/dlv/blob/master/index.js\n * @param obj\n * @param path\n * @param value\n */\nexport default (function (obj, path, value) {\n var o = obj;\n var keyArr = isString(path) ? path.split('.') : path;\n keyArr.forEach(function (key, idx) {\n // 不是最后一个\n if (idx < keyArr.length - 1) {\n if (!isObject(o[key])) {\n o[key] = isNumber(keyArr[idx + 1]) ? [] : {};\n }\n o = o[key];\n }\n else {\n o[key] = value;\n }\n });\n return obj;\n});\n//# sourceMappingURL=set.js.map","import each from './each';\nimport isPlainObject from './is-plain-object';\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nexport default (function (object, keys) {\n if (object === null || !isPlainObject(object)) {\n return {};\n }\n var result = {};\n each(keys, function (key) {\n if (hasOwnProperty.call(object, key)) {\n result[key] = object[key];\n }\n });\n return result;\n});\n//# sourceMappingURL=pick.js.map","import reduce from './reduce';\nexport default (function (obj, keys) {\n return reduce(obj, function (r, curr, key) {\n if (!keys.includes(key)) {\n r[key] = curr;\n }\n return r;\n }, {});\n});\n//# sourceMappingURL=omit.js.map","export default (function (func, wait, options) {\n var timeout, context, args, result;\n var previous = 0;\n if (!options)\n options = {};\n var later = function () {\n previous = options.leading === false ? 0 : Date.now();\n timeout = null;\n result = func.apply(context, args);\n if (!timeout)\n context = args = null;\n };\n var throttled = function () {\n var now = Date.now();\n if (!previous && options.leading === false)\n previous = now;\n var remaining = wait - (now - previous);\n context = this;\n args = arguments;\n if (remaining <= 0 || remaining > wait) {\n if (timeout) {\n clearTimeout(timeout);\n timeout = null;\n }\n previous = now;\n result = func.apply(context, args);\n if (!timeout)\n context = args = null;\n }\n else if (!timeout && options.trailing !== false) {\n timeout = setTimeout(later, remaining);\n }\n return result;\n };\n throttled.cancel = function () {\n clearTimeout(timeout);\n previous = 0;\n timeout = context = args = null;\n };\n return throttled;\n});\n//# sourceMappingURL=throttle.js.map","import isArrayLike from './is-array-like';\nexport default (function (value) {\n return isArrayLike(value) ? Array.prototype.slice.call(value) : [];\n});\n//# sourceMappingURL=to-array.js.map","var map = {};\nexport default (function (prefix) {\n prefix = prefix || 'g';\n if (!map[prefix]) {\n map[prefix] = 1;\n }\n else {\n map[prefix] += 1;\n }\n return prefix + map[prefix];\n});\n//# sourceMappingURL=unique-id.js.map","export default (function () { });\n//# sourceMappingURL=noop.js.map","import isNil from './is-nil';\nimport isArraylike from './is-array-like';\nexport default function size(o) {\n if (isNil(o)) {\n return 0;\n }\n if (isArraylike(o)) {\n return o.length;\n }\n return Object.keys(o).length;\n}\n//# sourceMappingURL=size.js.map","import { __spreadArrays } from \"tslib\";\nimport values from './values';\nimport memoize from './memoize';\nimport isString from './is-string';\nvar ctx;\n/**\n * 计算文本的宽度\n */\nexport default memoize(function (text, font) {\n if (font === void 0) { font = {}; }\n var fontSize = font.fontSize, fontFamily = font.fontFamily, fontWeight = font.fontWeight, fontStyle = font.fontStyle, fontVariant = font.fontVariant;\n if (!ctx) {\n ctx = document.createElement('canvas').getContext('2d');\n }\n ctx.font = [fontStyle, fontVariant, fontWeight, fontSize + \"px\", fontFamily].join(' ');\n return ctx.measureText(isString(text) ? text : '').width;\n}, function (text, font) {\n if (font === void 0) { font = {}; }\n return __spreadArrays([text], values(font)).join('');\n});\n//# sourceMappingURL=measure-text-width.js.map","import isString from './is-string';\nimport toString from './to-string';\nimport { default as measureTextWidth } from './measure-text-width';\n/**\n * 获取文本的 ... 文本。\n * 算法(减少每次 measureText 的长度,measureText 的性能跟字符串时间相关):\n * 1. 先通过 STEP 逐步计算,找到最后一个小于 maxWidth 的字符串\n * 2. 然后对最后这个字符串二分计算\n * @param text 需要计算的文本, 由于历史原因 除了支持string,还支持空值,number和数组等\n * @param maxWidth 最大宽度\n * @param font 字体\n * @param str 要替换的文本\n */\nexport default (function (text, maxWidth, font, str) {\n if (str === void 0) { str = '...'; }\n var STEP = 16; // 每次 16,调参工程师\n var PLACEHOLDER_WIDTH = measureTextWidth(str, font);\n var leftText = !isString(text) ? toString(text) : text;\n var leftWidth = maxWidth;\n var r = []; // 最终的分段字符串\n var currentText;\n var currentWidth;\n if (measureTextWidth(text, font) <= maxWidth) {\n return text;\n }\n // 首先通过 step 计算,找出最大的未超出长度的\n // eslint-disable-next-line no-constant-condition\n while (true) {\n // 更新字符串\n currentText = leftText.substr(0, STEP);\n // 计算宽度\n currentWidth = measureTextWidth(currentText, font);\n // 超出剩余宽度,则停止\n if (currentWidth + PLACEHOLDER_WIDTH > leftWidth) {\n if (currentWidth > leftWidth) {\n break;\n }\n }\n r.push(currentText);\n // 没有超出,则计算剩余宽度\n leftWidth -= currentWidth;\n leftText = leftText.substr(STEP);\n // 字符串整体没有超出\n if (!leftText) {\n return r.join('');\n }\n }\n // 最下的最后一个 STEP,使用 1 递增(用二分效果更高)\n // eslint-disable-next-line no-constant-condition\n while (true) {\n // 更新字符串\n currentText = leftText.substr(0, 1);\n // 计算宽度\n currentWidth = measureTextWidth(currentText, font);\n // 超出剩余宽度,则停止\n if (currentWidth + PLACEHOLDER_WIDTH > leftWidth) {\n break;\n }\n r.push(currentText);\n // 没有超出,则计算剩余宽度\n leftWidth -= currentWidth;\n leftText = leftText.substr(1);\n if (!leftText) {\n return r.join('');\n }\n }\n return \"\" + r.join('') + str;\n});\n//# sourceMappingURL=get-ellipsis-text.js.map","/**\n * k-v 存储\n */\nvar default_1 = /** @class */ (function () {\n function default_1() {\n this.map = {};\n }\n default_1.prototype.has = function (key) {\n return this.map[key] !== undefined;\n };\n default_1.prototype.get = function (key, def) {\n var v = this.map[key];\n return v === undefined ? def : v;\n };\n default_1.prototype.set = function (key, value) {\n this.map[key] = value;\n };\n default_1.prototype.clear = function () {\n this.map = {};\n };\n default_1.prototype.delete = function (key) {\n delete this.map[key];\n };\n default_1.prototype.size = function () {\n return Object.keys(this.map).length;\n };\n return default_1;\n}());\nexport default default_1;\n//# sourceMappingURL=cache.js.map","/**\n * view 中三层 group 分层 key\n */\nexport var LAYER;\n(function (LAYER) {\n /** 前景层 */\n LAYER[\"FORE\"] = \"fore\";\n /** 中间层 */\n LAYER[\"MID\"] = \"mid\";\n /** 背景层 */\n LAYER[\"BG\"] = \"bg\";\n})(LAYER || (LAYER = {}));\n/**\n * 组件在画布的布局方位 12 方位\n */\nexport var DIRECTION;\n(function (DIRECTION) {\n DIRECTION[\"TOP\"] = \"top\";\n DIRECTION[\"TOP_LEFT\"] = \"top-left\";\n DIRECTION[\"TOP_RIGHT\"] = \"top-right\";\n DIRECTION[\"RIGHT\"] = \"right\";\n DIRECTION[\"RIGHT_TOP\"] = \"right-top\";\n DIRECTION[\"RIGHT_BOTTOM\"] = \"right-bottom\";\n DIRECTION[\"LEFT\"] = \"left\";\n DIRECTION[\"LEFT_TOP\"] = \"left-top\";\n DIRECTION[\"LEFT_BOTTOM\"] = \"left-bottom\";\n DIRECTION[\"BOTTOM\"] = \"bottom\";\n DIRECTION[\"BOTTOM_LEFT\"] = \"bottom-left\";\n DIRECTION[\"BOTTOM_RIGHT\"] = \"bottom-right\";\n DIRECTION[\"RADIUS\"] = \"radius\";\n DIRECTION[\"CIRCLE\"] = \"circle\";\n // no direction information\n DIRECTION[\"NONE\"] = \"none\";\n})(DIRECTION || (DIRECTION = {}));\n/**\n * 组件的类型,可能会影响到布局算法\n */\nexport var COMPONENT_TYPE;\n(function (COMPONENT_TYPE) {\n /** axis 组件 */\n COMPONENT_TYPE[\"AXIS\"] = \"axis\";\n /** grid 组件 */\n COMPONENT_TYPE[\"GRID\"] = \"grid\";\n /** legend 组件 */\n COMPONENT_TYPE[\"LEGEND\"] = \"legend\";\n /** tooltip 组件 */\n COMPONENT_TYPE[\"TOOLTIP\"] = \"tooltip\";\n /** annotation 组件 */\n COMPONENT_TYPE[\"ANNOTATION\"] = \"annotation\";\n /** 缩略轴组件 */\n COMPONENT_TYPE[\"SLIDER\"] = \"slider\";\n /** 滚动条组件 */\n COMPONENT_TYPE[\"SCROLLBAR\"] = \"scrollbar\";\n /** 其他组件,自定义组件 */\n COMPONENT_TYPE[\"OTHER\"] = \"other\";\n})(COMPONENT_TYPE || (COMPONENT_TYPE = {}));\n/**\n * 三层 group 的 z index\n */\nexport var GROUP_Z_INDEX = {\n FORE: 3,\n MID: 2,\n BG: 1,\n};\n/**\n * View 的生命周期阶段(和 3.x 的生命周期略有不同)\n * 我们需要先确定在那写场景需要用到生命周期,如果只是为了在生命周期插入一下什么组件之类的,那么在现有架构就是不需要的\n */\nexport var VIEW_LIFE_CIRCLE;\n(function (VIEW_LIFE_CIRCLE) {\n VIEW_LIFE_CIRCLE[\"BEFORE_RENDER\"] = \"beforerender\";\n VIEW_LIFE_CIRCLE[\"AFTER_RENDER\"] = \"afterrender\";\n VIEW_LIFE_CIRCLE[\"BEFORE_PAINT\"] = \"beforepaint\";\n VIEW_LIFE_CIRCLE[\"AFTER_PAINT\"] = \"afterpaint\";\n VIEW_LIFE_CIRCLE[\"BEFORE_CHANGE_DATA\"] = \"beforechangedata\";\n VIEW_LIFE_CIRCLE[\"AFTER_CHANGE_DATA\"] = \"afterchangedata\";\n VIEW_LIFE_CIRCLE[\"BEFORE_CLEAR\"] = \"beforeclear\";\n VIEW_LIFE_CIRCLE[\"AFTER_CLEAR\"] = \"afterclear\";\n VIEW_LIFE_CIRCLE[\"BEFORE_DESTROY\"] = \"beforedestroy\";\n VIEW_LIFE_CIRCLE[\"BEFORE_CHANGE_SIZE\"] = \"beforechangesize\";\n VIEW_LIFE_CIRCLE[\"AFTER_CHANGE_SIZE\"] = \"afterchangesize\";\n})(VIEW_LIFE_CIRCLE || (VIEW_LIFE_CIRCLE = {}));\n/**\n * geometry 的生命周期\n */\nexport var GEOMETRY_LIFE_CIRCLE;\n(function (GEOMETRY_LIFE_CIRCLE) {\n GEOMETRY_LIFE_CIRCLE[\"BEFORE_DRAW_ANIMATE\"] = \"beforeanimate\";\n GEOMETRY_LIFE_CIRCLE[\"AFTER_DRAW_ANIMATE\"] = \"afteranimate\";\n GEOMETRY_LIFE_CIRCLE[\"BEFORE_RENDER_LABEL\"] = \"beforerenderlabel\";\n GEOMETRY_LIFE_CIRCLE[\"AFTER_RENDER_LABEL\"] = \"afterrenderlabel\";\n})(GEOMETRY_LIFE_CIRCLE || (GEOMETRY_LIFE_CIRCLE = {}));\n/**\n * 绘图区的事件列表\n */\nexport var PLOT_EVENTS;\n(function (PLOT_EVENTS) {\n // mouse 事件\n PLOT_EVENTS[\"MOUSE_ENTER\"] = \"plot:mouseenter\";\n PLOT_EVENTS[\"MOUSE_DOWN\"] = \"plot:mousedown\";\n PLOT_EVENTS[\"MOUSE_MOVE\"] = \"plot:mousemove\";\n PLOT_EVENTS[\"MOUSE_UP\"] = \"plot:mouseup\";\n PLOT_EVENTS[\"MOUSE_LEAVE\"] = \"plot:mouseleave\";\n // 移动端事件\n PLOT_EVENTS[\"TOUCH_START\"] = \"plot:touchstart\";\n PLOT_EVENTS[\"TOUCH_MOVE\"] = \"plot:touchmove\";\n PLOT_EVENTS[\"TOUCH_END\"] = \"plot:touchend\";\n PLOT_EVENTS[\"TOUCH_CANCEL\"] = \"plot:touchcancel\";\n // click 事件\n PLOT_EVENTS[\"CLICK\"] = \"plot:click\";\n PLOT_EVENTS[\"DBLCLICK\"] = \"plot:dblclick\";\n PLOT_EVENTS[\"CONTEXTMENU\"] = \"plot:contextmenu\";\n PLOT_EVENTS[\"LEAVE\"] = \"plot:leave\";\n PLOT_EVENTS[\"ENTER\"] = \"plot:enter\";\n})(PLOT_EVENTS || (PLOT_EVENTS = {}));\n/**\n * Element 图形交互状态\n */\nexport var ELEMENT_STATE;\n(function (ELEMENT_STATE) {\n ELEMENT_STATE[\"ACTIVE\"] = \"active\";\n ELEMENT_STATE[\"INACTIVE\"] = \"inactive\";\n ELEMENT_STATE[\"SELECTED\"] = \"selected\";\n ELEMENT_STATE[\"DEFAULT\"] = \"default\";\n})(ELEMENT_STATE || (ELEMENT_STATE = {}));\n/** 参与分组的图形属性名 */\nexport var GROUP_ATTRS = ['color', 'shape', 'size'];\n/** 存储原始数据的字段名 */\nexport var FIELD_ORIGIN = '_origin';\n/** 最小的图表宽度 */\nexport var MIN_CHART_WIDTH = 1;\n/** 最小的图表高度 */\nexport var MIN_CHART_HEIGHT = 1;\n/** 辅助组件占图表的尺寸的最大比例:如图表上方的图例最多占图表高度的25% */\nexport var COMPONENT_MAX_VIEW_PERCENTAGE = 0.25;\n//# sourceMappingURL=constant.js.map","var ENGINES = {};\n/**\n * 通过名字获取渲染 engine\n * @param name 渲染引擎名字\n * @returns G engine\n */\nexport function getEngine(name) {\n var G = ENGINES[name];\n if (!G) {\n throw new Error(\"G engine '\".concat(name, \"' is not exist, please register it at first.\"));\n }\n return G;\n}\n/**\n * 注册渲染引擎\n * @param name\n * @param engine\n */\nexport function registerEngine(name, engine) {\n ENGINES[name] = engine;\n}\n//# sourceMappingURL=index.js.map","export default function addEventListener(target, eventType, callback) {\n if (target) {\n if (typeof target.addEventListener === 'function') {\n target.addEventListener(eventType, callback, false);\n return {\n remove: function () {\n target.removeEventListener(eventType, callback, false);\n },\n };\n // @ts-ignore\n }\n if (typeof target.attachEvent === 'function') {\n // @ts-ignore\n target.attachEvent('on' + eventType, callback);\n return {\n remove: function () {\n // @ts-ignore\n target.detachEvent('on' + eventType, callback);\n },\n };\n }\n }\n}\n//# sourceMappingURL=add-event-listener.js.map","/**\n * 创建DOM 节点\n * @param {String} str Dom 字符串\n * @return {HTMLElement} DOM 节点\n */\nvar TABLE;\nvar TABLE_TR;\nvar FRAGMENT_REG;\nvar CONTAINERS;\nfunction initConstants() {\n TABLE = document.createElement('table');\n TABLE_TR = document.createElement('tr');\n FRAGMENT_REG = /^\\s*<(\\w+|!)[^>]*>/;\n CONTAINERS = {\n tr: document.createElement('tbody'),\n tbody: TABLE,\n thead: TABLE,\n tfoot: TABLE,\n td: TABLE_TR,\n th: TABLE_TR,\n '*': document.createElement('div'),\n };\n}\nexport default function createDom(str) {\n if (!TABLE) {\n initConstants();\n }\n var name = FRAGMENT_REG.test(str) && RegExp.$1;\n if (!name || !(name in CONTAINERS)) {\n name = '*';\n }\n var container = CONTAINERS[name];\n str = typeof str === 'string' ? str.replace(/(^\\s*)|(\\s*$)/g, '') : str;\n container.innerHTML = '' + str;\n var dom = container.childNodes[0];\n if (dom && container.contains(dom)) {\n container.removeChild(dom);\n }\n return dom;\n}\n//# sourceMappingURL=create-dom.js.map","/**\n * 获取样式\n * @param {Object} dom DOM节点\n * @param {String} name 样式名\n * @param {Any} defaultValue 默认值\n * @return {String} 属性值\n */\nexport default function getStyle(dom, name, defaultValue) {\n var v;\n try {\n v = window.getComputedStyle ?\n window.getComputedStyle(dom, null)[name] :\n dom.style[name]; // 一般不会走到这个逻辑,dom.style 获取的是标签 style 属性,也不准确\n }\n catch (e) {\n // do nothing\n }\n finally {\n v = v === undefined ? defaultValue : v;\n }\n return v;\n}\n//# sourceMappingURL=get-style.js.map","import getStyle from './get-style';\nexport default function getHeight(el, defaultValue) {\n var height = getStyle(el, 'height', defaultValue);\n if (height === 'auto') {\n height = el.offsetHeight;\n }\n return parseFloat(height);\n}\n//# sourceMappingURL=get-height.js.map","import getStyle from './get-style';\nimport getHeight from './get-height';\nexport default function getOuterHeight(el, defaultValue) {\n var height = getHeight(el, defaultValue);\n var bTop = parseFloat(getStyle(el, 'borderTopWidth')) || 0;\n var pTop = parseFloat(getStyle(el, 'paddingTop')) || 0;\n var pBottom = parseFloat(getStyle(el, 'paddingBottom')) || 0;\n var bBottom = parseFloat(getStyle(el, 'borderBottomWidth')) || 0;\n var mTop = parseFloat(getStyle(el, 'marginTop')) || 0;\n var mBottom = parseFloat(getStyle(el, 'marginBottom')) || 0;\n return height + bTop + bBottom + pTop + pBottom + mTop + mBottom;\n}\n//# sourceMappingURL=get-outer-height.js.map","import getStyle from './get-style';\nexport default function getHeight(el, defaultValue) {\n var width = getStyle(el, 'width', defaultValue);\n if (width === 'auto') {\n width = el.offsetWidth;\n }\n return parseFloat(width);\n}\n//# sourceMappingURL=get-width.js.map","import getStyle from './get-style';\nimport getWidth from './get-width';\nexport default function getOuterWidth(el, defaultValue) {\n var width = getWidth(el, defaultValue);\n var bLeft = parseFloat(getStyle(el, 'borderLeftWidth')) || 0;\n var pLeft = parseFloat(getStyle(el, 'paddingLeft')) || 0;\n var pRight = parseFloat(getStyle(el, 'paddingRight')) || 0;\n var bRight = parseFloat(getStyle(el, 'borderRightWidth')) || 0;\n var mRight = parseFloat(getStyle(el, 'marginRight')) || 0;\n var mLeft = parseFloat(getStyle(el, 'marginLeft')) || 0;\n return width + bLeft + bRight + pLeft + pRight + mLeft + mRight;\n}\n//# sourceMappingURL=get-outer-width.js.map","export default function modifyCSS(dom, css) {\n if (dom) {\n for (var key in css) {\n if (css.hasOwnProperty(key)) {\n dom.style[key] = css[key];\n }\n }\n }\n return dom;\n}\n//# sourceMappingURL=modify-css.js.map","import { MIN_CHART_HEIGHT, MIN_CHART_WIDTH } from '../constant';\n/**\n * get the element's bounding size\n * @param ele dom element\n * @returns the element width and height\n */\nfunction getElementSize(ele) {\n var style = getComputedStyle(ele);\n return {\n width: (ele.clientWidth || parseInt(style.width, 10)) -\n parseInt(style.paddingLeft, 10) -\n parseInt(style.paddingRight, 10),\n height: (ele.clientHeight || parseInt(style.height, 10)) -\n parseInt(style.paddingTop, 10) -\n parseInt(style.paddingBottom, 10),\n };\n}\n/**\n * is value a valid number\n * @param v the input value\n * @returns whether it is a number\n */\nfunction isNumber(v) {\n return typeof v === 'number' && !isNaN(v);\n}\n/**\n * @ignore\n * calculate the chart size\n * @param ele DOM element\n * @param autoFit should auto fit\n * @param width chart width which is set by user\n * @param height chart height which is set by user\n * @returns the chart width and height\n */\nexport function getChartSize(ele, autoFit, width, height) {\n var w = width;\n var h = height;\n if (autoFit) {\n var size = getElementSize(ele);\n w = size.width ? size.width : w;\n h = size.height ? size.height : h;\n }\n return {\n width: Math.max(isNumber(w) ? w : MIN_CHART_WIDTH, MIN_CHART_WIDTH),\n height: Math.max(isNumber(h) ? h : MIN_CHART_HEIGHT, MIN_CHART_HEIGHT),\n };\n}\n/**\n * @ignore\n * remove html element from its parent\n * @param dom\n */\nexport function removeDom(dom) {\n var parent = dom.parentNode;\n if (parent) {\n parent.removeChild(dom);\n }\n}\n/** @ignore */\nexport { createDom, modifyCSS } from '@antv/dom-util';\n//# sourceMappingURL=dom.js.map","var WILDCARD = '*';\n/* event-emitter */\nvar EventEmitter = /** @class */ (function () {\n function EventEmitter() {\n this._events = {};\n }\n /**\n * 监听一个事件\n * @param evt\n * @param callback\n * @param once\n */\n EventEmitter.prototype.on = function (evt, callback, once) {\n if (!this._events[evt]) {\n this._events[evt] = [];\n }\n this._events[evt].push({\n callback: callback,\n once: !!once,\n });\n return this;\n };\n /**\n * 监听一个事件一次\n * @param evt\n * @param callback\n */\n EventEmitter.prototype.once = function (evt, callback) {\n return this.on(evt, callback, true);\n };\n /**\n * 触发一个事件\n * @param evt\n * @param args\n */\n EventEmitter.prototype.emit = function (evt) {\n var _this = this;\n var args = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n args[_i - 1] = arguments[_i];\n }\n var events = this._events[evt] || [];\n var wildcardEvents = this._events[WILDCARD] || [];\n // 实际的处理 emit 方法\n var doEmit = function (es) {\n var length = es.length;\n for (var i = 0; i < length; i++) {\n if (!es[i]) {\n continue;\n }\n var _a = es[i], callback = _a.callback, once = _a.once;\n if (once) {\n es.splice(i, 1);\n if (es.length === 0) {\n delete _this._events[evt];\n }\n length--;\n i--;\n }\n callback.apply(_this, args);\n }\n };\n doEmit(events);\n doEmit(wildcardEvents);\n };\n /**\n * 取消监听一个事件,或者一个channel\n * @param evt\n * @param callback\n */\n EventEmitter.prototype.off = function (evt, callback) {\n if (!evt) {\n // evt 为空全部清除\n this._events = {};\n }\n else {\n if (!callback) {\n // evt 存在,callback 为空,清除事件所有方法\n delete this._events[evt];\n }\n else {\n // evt 存在,callback 存在,清除匹配的\n var events = this._events[evt] || [];\n var length_1 = events.length;\n for (var i = 0; i < length_1; i++) {\n if (events[i].callback === callback) {\n events.splice(i, 1);\n length_1--;\n i--;\n }\n }\n if (events.length === 0) {\n delete this._events[evt];\n }\n }\n }\n return this;\n };\n /* 当前所有的事件 */\n EventEmitter.prototype.getEvents = function () {\n return this._events;\n };\n return EventEmitter;\n}());\nexport default EventEmitter;\n//# sourceMappingURL=index.js.map","import { __extends } from \"tslib\";\nimport EE from '@antv/event-emitter';\n/**\n * G2 Chart、View、Geometry 以及 Element 等的基类,提供事件以及一些通用的方法。\n */\nvar Base = /** @class */ (function (_super) {\n __extends(Base, _super);\n function Base(cfg) {\n var _this = _super.call(this) || this;\n /** 标识对象是否已销毁 */\n _this.destroyed = false;\n var _a = cfg.visible, visible = _a === void 0 ? true : _a;\n _this.visible = visible;\n return _this;\n }\n /**\n * 显示。\n */\n Base.prototype.show = function () {\n var visible = this.visible;\n if (!visible) {\n this.changeVisible(true);\n }\n };\n /**\n * 隐藏。\n */\n Base.prototype.hide = function () {\n var visible = this.visible;\n if (visible) {\n this.changeVisible(false);\n }\n };\n /**\n * 销毁。\n */\n Base.prototype.destroy = function () {\n this.off();\n this.destroyed = true;\n };\n /**\n * 显示或者隐藏。\n * @param visible\n * @returns\n */\n Base.prototype.changeVisible = function (visible) {\n if (this.visible === visible) {\n return;\n }\n this.visible = visible;\n };\n return Base;\n}(EE));\nexport default Base;\n//# sourceMappingURL=base.js.map","import { each, isArray } from '@antv/util';\nvar SPACES = '\\x09\\x0a\\x0b\\x0c\\x0d\\x20\\xa0\\u1680\\u180e\\u2000\\u2001\\u2002\\u2003\\u2004\\u2005\\u2006\\u2007\\u2008\\u2009\\u200a\\u202f\\u205f\\u3000\\u2028\\u2029';\nvar PATH_COMMAND = new RegExp(\"([a-z])[\" + SPACES + \",]*((-?\\\\d*\\\\.?\\\\d*(?:e[\\\\-+]?\\\\d+)?[\" + SPACES + \"]*,?[\" + SPACES + \"]*)+)\", 'ig');\nvar PATH_VALUES = new RegExp(\"(-?\\\\d*\\\\.?\\\\d*(?:e[\\\\-+]?\\\\d+)?)[\" + SPACES + \"]*,?[\" + SPACES + \"]*\", 'ig');\n// Parse given path string into an array of arrays of path segments\nvar parsePathString = function (pathString) {\n if (!pathString) {\n return null;\n }\n if (isArray(pathString)) {\n return pathString;\n }\n var paramCounts = {\n a: 7,\n c: 6,\n o: 2,\n h: 1,\n l: 2,\n m: 2,\n r: 4,\n q: 4,\n s: 4,\n t: 2,\n v: 1,\n u: 3,\n z: 0,\n };\n var data = [];\n String(pathString).replace(PATH_COMMAND, function (a, b, c) {\n var params = [];\n var name = b.toLowerCase();\n c.replace(PATH_VALUES, function (a, b) {\n b && params.push(+b);\n });\n if (name === 'm' && params.length > 2) {\n data.push([b].concat(params.splice(0, 2)));\n name = 'l';\n b = b === 'm' ? 'l' : 'L';\n }\n if (name === 'o' && params.length === 1) {\n data.push([b, params[0]]);\n }\n if (name === 'r') {\n data.push([b].concat(params));\n }\n else {\n while (params.length >= paramCounts[name]) {\n data.push([b].concat(params.splice(0, paramCounts[name])));\n if (!paramCounts[name]) {\n break;\n }\n }\n }\n return pathString;\n });\n return data;\n};\n// http://schepers.cc/getting-to-the-point\nvar catmullRomToBezier = function (crp, z) {\n var d = [];\n // @ts-ignore\n for (var i = 0, iLen = crp.length; iLen - 2 * !z > i; i += 2) {\n var p = [\n {\n x: +crp[i - 2],\n y: +crp[i - 1],\n },\n {\n x: +crp[i],\n y: +crp[i + 1],\n },\n {\n x: +crp[i + 2],\n y: +crp[i + 3],\n },\n {\n x: +crp[i + 4],\n y: +crp[i + 5],\n },\n ];\n if (z) {\n if (!i) {\n p[0] = {\n x: +crp[iLen - 2],\n y: +crp[iLen - 1],\n };\n }\n else if (iLen - 4 === i) {\n p[3] = {\n x: +crp[0],\n y: +crp[1],\n };\n }\n else if (iLen - 2 === i) {\n p[2] = {\n x: +crp[0],\n y: +crp[1],\n };\n p[3] = {\n x: +crp[2],\n y: +crp[3],\n };\n }\n }\n else {\n if (iLen - 4 === i) {\n p[3] = p[2];\n }\n else if (!i) {\n p[0] = {\n x: +crp[i],\n y: +crp[i + 1],\n };\n }\n }\n d.push([\n 'C',\n (-p[0].x + 6 * p[1].x + p[2].x) / 6,\n (-p[0].y + 6 * p[1].y + p[2].y) / 6,\n (p[1].x + 6 * p[2].x - p[3].x) / 6,\n (p[1].y + 6 * p[2].y - p[3].y) / 6,\n p[2].x,\n p[2].y,\n ]);\n }\n return d;\n};\nvar ellipsePath = function (x, y, rx, ry, a) {\n var res = [];\n if (a === null && ry === null) {\n ry = rx;\n }\n x = +x;\n y = +y;\n rx = +rx;\n ry = +ry;\n if (a !== null) {\n var rad = Math.PI / 180;\n var x1 = x + rx * Math.cos(-ry * rad);\n var x2 = x + rx * Math.cos(-a * rad);\n var y1 = y + rx * Math.sin(-ry * rad);\n var y2 = y + rx * Math.sin(-a * rad);\n res = [\n ['M', x1, y1],\n ['A', rx, rx, 0, +(a - ry > 180), 0, x2, y2],\n ];\n }\n else {\n res = [['M', x, y], ['m', 0, -ry], ['a', rx, ry, 0, 1, 1, 0, 2 * ry], ['a', rx, ry, 0, 1, 1, 0, -2 * ry], ['z']];\n }\n return res;\n};\nvar pathToAbsolute = function (pathArray) {\n pathArray = parsePathString(pathArray);\n if (!pathArray || !pathArray.length) {\n return [['M', 0, 0]];\n }\n var res = [];\n var x = 0;\n var y = 0;\n var mx = 0;\n var my = 0;\n var start = 0;\n var pa0;\n var dots;\n if (pathArray[0][0] === 'M') {\n x = +pathArray[0][1];\n y = +pathArray[0][2];\n mx = x;\n my = y;\n start++;\n res[0] = ['M', x, y];\n }\n var crz = pathArray.length === 3 &&\n pathArray[0][0] === 'M' &&\n pathArray[1][0].toUpperCase() === 'R' &&\n pathArray[2][0].toUpperCase() === 'Z';\n for (var r = void 0, pa = void 0, i = start, ii = pathArray.length; i < ii; i++) {\n res.push((r = []));\n pa = pathArray[i];\n pa0 = pa[0];\n if (pa0 !== pa0.toUpperCase()) {\n r[0] = pa0.toUpperCase();\n switch (r[0]) {\n case 'A':\n r[1] = pa[1];\n r[2] = pa[2];\n r[3] = pa[3];\n r[4] = pa[4];\n r[5] = pa[5];\n r[6] = +pa[6] + x;\n r[7] = +pa[7] + y;\n break;\n case 'V':\n r[1] = +pa[1] + y;\n break;\n case 'H':\n r[1] = +pa[1] + x;\n break;\n case 'R':\n dots = [x, y].concat(pa.slice(1));\n for (var j = 2, jj = dots.length; j < jj; j++) {\n dots[j] = +dots[j] + x;\n dots[++j] = +dots[j] + y;\n }\n res.pop();\n res = res.concat(catmullRomToBezier(dots, crz));\n break;\n case 'O':\n res.pop();\n dots = ellipsePath(x, y, pa[1], pa[2]);\n dots.push(dots[0]);\n res = res.concat(dots);\n break;\n case 'U':\n res.pop();\n res = res.concat(ellipsePath(x, y, pa[1], pa[2], pa[3]));\n r = ['U'].concat(res[res.length - 1].slice(-2));\n break;\n case 'M':\n mx = +pa[1] + x;\n my = +pa[2] + y;\n break; // for lint\n default:\n for (var j = 1, jj = pa.length; j < jj; j++) {\n r[j] = +pa[j] + (j % 2 ? x : y);\n }\n }\n }\n else if (pa0 === 'R') {\n dots = [x, y].concat(pa.slice(1));\n res.pop();\n res = res.concat(catmullRomToBezier(dots, crz));\n r = ['R'].concat(pa.slice(-2));\n }\n else if (pa0 === 'O') {\n res.pop();\n dots = ellipsePath(x, y, pa[1], pa[2]);\n dots.push(dots[0]);\n res = res.concat(dots);\n }\n else if (pa0 === 'U') {\n res.pop();\n res = res.concat(ellipsePath(x, y, pa[1], pa[2], pa[3]));\n r = ['U'].concat(res[res.length - 1].slice(-2));\n }\n else {\n for (var k = 0, kk = pa.length; k < kk; k++) {\n r[k] = pa[k];\n }\n }\n pa0 = pa0.toUpperCase();\n if (pa0 !== 'O') {\n switch (r[0]) {\n case 'Z':\n x = +mx;\n y = +my;\n break;\n case 'H':\n x = r[1];\n break;\n case 'V':\n y = r[1];\n break;\n case 'M':\n mx = r[r.length - 2];\n my = r[r.length - 1];\n break; // for lint\n default:\n x = r[r.length - 2];\n y = r[r.length - 1];\n }\n }\n }\n return res;\n};\nvar l2c = function (x1, y1, x2, y2) {\n return [x1, y1, x2, y2, x2, y2];\n};\nvar q2c = function (x1, y1, ax, ay, x2, y2) {\n var _13 = 1 / 3;\n var _23 = 2 / 3;\n return [_13 * x1 + _23 * ax, _13 * y1 + _23 * ay, _13 * x2 + _23 * ax, _13 * y2 + _23 * ay, x2, y2];\n};\nvar a2c = function (x1, y1, rx, ry, angle, large_arc_flag, sweep_flag, x2, y2, recursive) {\n // for more information of where this math came from visit:\n // http://www.w3.org/TR/SVG11/implnote.html#ArcImplementationNotes\n if (rx === ry) {\n rx += 1;\n }\n var _120 = (Math.PI * 120) / 180;\n var rad = (Math.PI / 180) * (+angle || 0);\n var res = [];\n var xy;\n var f1;\n var f2;\n var cx;\n var cy;\n var rotate = function (x, y, rad) {\n var X = x * Math.cos(rad) - y * Math.sin(rad);\n var Y = x * Math.sin(rad) + y * Math.cos(rad);\n return {\n x: X,\n y: Y,\n };\n };\n if (!recursive) {\n xy = rotate(x1, y1, -rad);\n x1 = xy.x;\n y1 = xy.y;\n xy = rotate(x2, y2, -rad);\n x2 = xy.x;\n y2 = xy.y;\n if (x1 === x2 && y1 === y2) {\n // 若弧的起始点和终点重叠则错开一点\n x2 += 1;\n y2 += 1;\n }\n // const cos = Math.cos(Math.PI / 180 * angle);\n // const sin = Math.sin(Math.PI / 180 * angle);\n var x = (x1 - x2) / 2;\n var y = (y1 - y2) / 2;\n var h = (x * x) / (rx * rx) + (y * y) / (ry * ry);\n if (h > 1) {\n h = Math.sqrt(h);\n rx = h * rx;\n ry = h * ry;\n }\n var rx2 = rx * rx;\n var ry2 = ry * ry;\n var k = (large_arc_flag === sweep_flag ? -1 : 1) *\n Math.sqrt(Math.abs((rx2 * ry2 - rx2 * y * y - ry2 * x * x) / (rx2 * y * y + ry2 * x * x)));\n cx = (k * rx * y) / ry + (x1 + x2) / 2;\n cy = (k * -ry * x) / rx + (y1 + y2) / 2;\n // @ts-ignore\n f1 = Math.asin(((y1 - cy) / ry).toFixed(9));\n // @ts-ignore\n f2 = Math.asin(((y2 - cy) / ry).toFixed(9));\n f1 = x1 < cx ? Math.PI - f1 : f1;\n f2 = x2 < cx ? Math.PI - f2 : f2;\n f1 < 0 && (f1 = Math.PI * 2 + f1);\n f2 < 0 && (f2 = Math.PI * 2 + f2);\n if (sweep_flag && f1 > f2) {\n f1 = f1 - Math.PI * 2;\n }\n if (!sweep_flag && f2 > f1) {\n f2 = f2 - Math.PI * 2;\n }\n }\n else {\n f1 = recursive[0];\n f2 = recursive[1];\n cx = recursive[2];\n cy = recursive[3];\n }\n var df = f2 - f1;\n if (Math.abs(df) > _120) {\n var f2old = f2;\n var x2old = x2;\n var y2old = y2;\n f2 = f1 + _120 * (sweep_flag && f2 > f1 ? 1 : -1);\n x2 = cx + rx * Math.cos(f2);\n y2 = cy + ry * Math.sin(f2);\n res = a2c(x2, y2, rx, ry, angle, 0, sweep_flag, x2old, y2old, [f2, f2old, cx, cy]);\n }\n df = f2 - f1;\n var c1 = Math.cos(f1);\n var s1 = Math.sin(f1);\n var c2 = Math.cos(f2);\n var s2 = Math.sin(f2);\n var t = Math.tan(df / 4);\n var hx = (4 / 3) * rx * t;\n var hy = (4 / 3) * ry * t;\n var m1 = [x1, y1];\n var m2 = [x1 + hx * s1, y1 - hy * c1];\n var m3 = [x2 + hx * s2, y2 - hy * c2];\n var m4 = [x2, y2];\n m2[0] = 2 * m1[0] - m2[0];\n m2[1] = 2 * m1[1] - m2[1];\n if (recursive) {\n return [m2, m3, m4].concat(res);\n }\n res = [m2, m3, m4].concat(res).join().split(',');\n var newres = [];\n for (var i = 0, ii = res.length; i < ii; i++) {\n newres[i] = i % 2 ? rotate(res[i - 1], res[i], rad).y : rotate(res[i], res[i + 1], rad).x;\n }\n return newres;\n};\nvar pathToCurve = function (path, path2) {\n var p = pathToAbsolute(path);\n var p2 = path2 && pathToAbsolute(path2);\n var attrs = {\n x: 0,\n y: 0,\n bx: 0,\n by: 0,\n X: 0,\n Y: 0,\n qx: null,\n qy: null,\n };\n var attrs2 = {\n x: 0,\n y: 0,\n bx: 0,\n by: 0,\n X: 0,\n Y: 0,\n qx: null,\n qy: null,\n };\n var pcoms1 = []; // path commands of original path p\n var pcoms2 = []; // path commands of original path p2\n var pfirst = ''; // temporary holder for original path command\n var pcom = ''; // holder for previous path command of original path\n var ii;\n var processPath = function (path, d, pcom) {\n var nx;\n var ny;\n if (!path) {\n return ['C', d.x, d.y, d.x, d.y, d.x, d.y];\n }\n !(path[0] in\n {\n T: 1,\n Q: 1,\n }) && (d.qx = d.qy = null);\n switch (path[0]) {\n case 'M':\n d.X = path[1];\n d.Y = path[2];\n break;\n case 'A':\n path = ['C'].concat(a2c.apply(0, [d.x, d.y].concat(path.slice(1))));\n break;\n case 'S':\n if (pcom === 'C' || pcom === 'S') {\n // In \"S\" case we have to take into account, if the previous command is C/S.\n nx = d.x * 2 - d.bx; // And reflect the previous\n ny = d.y * 2 - d.by; // command's control point relative to the current point.\n }\n else {\n // or some else or nothing\n nx = d.x;\n ny = d.y;\n }\n path = ['C', nx, ny].concat(path.slice(1));\n break;\n case 'T':\n if (pcom === 'Q' || pcom === 'T') {\n // In \"T\" case we have to take into account, if the previous command is Q/T.\n d.qx = d.x * 2 - d.qx; // And make a reflection similar\n d.qy = d.y * 2 - d.qy; // to case \"S\".\n }\n else {\n // or something else or nothing\n d.qx = d.x;\n d.qy = d.y;\n }\n path = ['C'].concat(q2c(d.x, d.y, d.qx, d.qy, path[1], path[2]));\n break;\n case 'Q':\n d.qx = path[1];\n d.qy = path[2];\n path = ['C'].concat(q2c(d.x, d.y, path[1], path[2], path[3], path[4]));\n break;\n case 'L':\n path = ['C'].concat(l2c(d.x, d.y, path[1], path[2]));\n break;\n case 'H':\n path = ['C'].concat(l2c(d.x, d.y, path[1], d.y));\n break;\n case 'V':\n path = ['C'].concat(l2c(d.x, d.y, d.x, path[1]));\n break;\n case 'Z':\n path = ['C'].concat(l2c(d.x, d.y, d.X, d.Y));\n break;\n default:\n break;\n }\n return path;\n };\n var fixArc = function (pp, i) {\n if (pp[i].length > 7) {\n pp[i].shift();\n var pi = pp[i];\n while (pi.length) {\n pcoms1[i] = 'A'; // if created multiple C:s, their original seg is saved\n p2 && (pcoms2[i] = 'A'); // the same as above\n pp.splice(i++, 0, ['C'].concat(pi.splice(0, 6)));\n }\n pp.splice(i, 1);\n ii = Math.max(p.length, (p2 && p2.length) || 0);\n }\n };\n var fixM = function (path1, path2, a1, a2, i) {\n if (path1 && path2 && path1[i][0] === 'M' && path2[i][0] !== 'M') {\n path2.splice(i, 0, ['M', a2.x, a2.y]);\n a1.bx = 0;\n a1.by = 0;\n a1.x = path1[i][1];\n a1.y = path1[i][2];\n ii = Math.max(p.length, (p2 && p2.length) || 0);\n }\n };\n ii = Math.max(p.length, (p2 && p2.length) || 0);\n for (var i = 0; i < ii; i++) {\n p[i] && (pfirst = p[i][0]); // save current path command\n if (pfirst !== 'C') {\n // C is not saved yet, because it may be result of conversion\n pcoms1[i] = pfirst; // Save current path command\n i && (pcom = pcoms1[i - 1]); // Get previous path command pcom\n }\n p[i] = processPath(p[i], attrs, pcom); // Previous path command is inputted to processPath\n if (pcoms1[i] !== 'A' && pfirst === 'C')\n pcoms1[i] = 'C'; // A is the only command\n // which may produce multiple C:s\n // so we have to make sure that C is also C in original path\n fixArc(p, i); // fixArc adds also the right amount of A:s to pcoms1\n if (p2) {\n // the same procedures is done to p2\n p2[i] && (pfirst = p2[i][0]);\n if (pfirst !== 'C') {\n pcoms2[i] = pfirst;\n i && (pcom = pcoms2[i - 1]);\n }\n p2[i] = processPath(p2[i], attrs2, pcom);\n if (pcoms2[i] !== 'A' && pfirst === 'C') {\n pcoms2[i] = 'C';\n }\n fixArc(p2, i);\n }\n fixM(p, p2, attrs, attrs2, i);\n fixM(p2, p, attrs2, attrs, i);\n var seg = p[i];\n var seg2 = p2 && p2[i];\n var seglen = seg.length;\n var seg2len = p2 && seg2.length;\n attrs.x = seg[seglen - 2];\n attrs.y = seg[seglen - 1];\n attrs.bx = parseFloat(seg[seglen - 4]) || attrs.x;\n attrs.by = parseFloat(seg[seglen - 3]) || attrs.y;\n attrs2.bx = p2 && (parseFloat(seg2[seg2len - 4]) || attrs2.x);\n attrs2.by = p2 && (parseFloat(seg2[seg2len - 3]) || attrs2.y);\n attrs2.x = p2 && seg2[seg2len - 2];\n attrs2.y = p2 && seg2[seg2len - 1];\n }\n return p2 ? [p, p2] : p;\n};\nvar p2s = /,?([a-z]),?/gi;\nvar parsePathArray = function (path) {\n return path.join(',').replace(p2s, '$1');\n};\nvar base3 = function (t, p1, p2, p3, p4) {\n var t1 = -3 * p1 + 9 * p2 - 9 * p3 + 3 * p4;\n var t2 = t * t1 + 6 * p1 - 12 * p2 + 6 * p3;\n return t * t2 - 3 * p1 + 3 * p2;\n};\nvar bezlen = function (x1, y1, x2, y2, x3, y3, x4, y4, z) {\n if (z === null) {\n z = 1;\n }\n z = z > 1 ? 1 : z < 0 ? 0 : z;\n var z2 = z / 2;\n var n = 12;\n var Tvalues = [\n -0.1252, 0.1252, -0.3678, 0.3678, -0.5873, 0.5873, -0.7699, 0.7699, -0.9041, 0.9041, -0.9816, 0.9816,\n ];\n var Cvalues = [0.2491, 0.2491, 0.2335, 0.2335, 0.2032, 0.2032, 0.1601, 0.1601, 0.1069, 0.1069, 0.0472, 0.0472];\n var sum = 0;\n for (var i = 0; i < n; i++) {\n var ct = z2 * Tvalues[i] + z2;\n var xbase = base3(ct, x1, x2, x3, x4);\n var ybase = base3(ct, y1, y2, y3, y4);\n var comb = xbase * xbase + ybase * ybase;\n sum += Cvalues[i] * Math.sqrt(comb);\n }\n return z2 * sum;\n};\nvar curveDim = function (x0, y0, x1, y1, x2, y2, x3, y3) {\n var tvalues = [];\n var bounds = [[], []];\n var a;\n var b;\n var c;\n var t;\n for (var i = 0; i < 2; ++i) {\n if (i === 0) {\n b = 6 * x0 - 12 * x1 + 6 * x2;\n a = -3 * x0 + 9 * x1 - 9 * x2 + 3 * x3;\n c = 3 * x1 - 3 * x0;\n }\n else {\n b = 6 * y0 - 12 * y1 + 6 * y2;\n a = -3 * y0 + 9 * y1 - 9 * y2 + 3 * y3;\n c = 3 * y1 - 3 * y0;\n }\n if (Math.abs(a) < 1e-12) {\n if (Math.abs(b) < 1e-12) {\n continue;\n }\n t = -c / b;\n if (t > 0 && t < 1) {\n tvalues.push(t);\n }\n continue;\n }\n var b2ac = b * b - 4 * c * a;\n var sqrtb2ac = Math.sqrt(b2ac);\n if (b2ac < 0) {\n continue;\n }\n var t1 = (-b + sqrtb2ac) / (2 * a);\n if (t1 > 0 && t1 < 1) {\n tvalues.push(t1);\n }\n var t2 = (-b - sqrtb2ac) / (2 * a);\n if (t2 > 0 && t2 < 1) {\n tvalues.push(t2);\n }\n }\n var j = tvalues.length;\n var jlen = j;\n var mt;\n while (j--) {\n t = tvalues[j];\n mt = 1 - t;\n bounds[0][j] = mt * mt * mt * x0 + 3 * mt * mt * t * x1 + 3 * mt * t * t * x2 + t * t * t * x3;\n bounds[1][j] = mt * mt * mt * y0 + 3 * mt * mt * t * y1 + 3 * mt * t * t * y2 + t * t * t * y3;\n }\n bounds[0][jlen] = x0;\n bounds[1][jlen] = y0;\n bounds[0][jlen + 1] = x3;\n bounds[1][jlen + 1] = y3;\n bounds[0].length = bounds[1].length = jlen + 2;\n return {\n min: {\n x: Math.min.apply(0, bounds[0]),\n y: Math.min.apply(0, bounds[1]),\n },\n max: {\n x: Math.max.apply(0, bounds[0]),\n y: Math.max.apply(0, bounds[1]),\n },\n };\n};\nvar intersect = function (x1, y1, x2, y2, x3, y3, x4, y4) {\n if (Math.max(x1, x2) < Math.min(x3, x4) ||\n Math.min(x1, x2) > Math.max(x3, x4) ||\n Math.max(y1, y2) < Math.min(y3, y4) ||\n Math.min(y1, y2) > Math.max(y3, y4)) {\n return;\n }\n var nx = (x1 * y2 - y1 * x2) * (x3 - x4) - (x1 - x2) * (x3 * y4 - y3 * x4);\n var ny = (x1 * y2 - y1 * x2) * (y3 - y4) - (y1 - y2) * (x3 * y4 - y3 * x4);\n var denominator = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);\n if (!denominator) {\n return;\n }\n var px = nx / denominator;\n var py = ny / denominator;\n var px2 = +px.toFixed(2);\n var py2 = +py.toFixed(2);\n if (px2 < +Math.min(x1, x2).toFixed(2) ||\n px2 > +Math.max(x1, x2).toFixed(2) ||\n px2 < +Math.min(x3, x4).toFixed(2) ||\n px2 > +Math.max(x3, x4).toFixed(2) ||\n py2 < +Math.min(y1, y2).toFixed(2) ||\n py2 > +Math.max(y1, y2).toFixed(2) ||\n py2 < +Math.min(y3, y4).toFixed(2) ||\n py2 > +Math.max(y3, y4).toFixed(2)) {\n return;\n }\n return {\n x: px,\n y: py,\n };\n};\nvar isPointInsideBBox = function (bbox, x, y) {\n return x >= bbox.x && x <= bbox.x + bbox.width && y >= bbox.y && y <= bbox.y + bbox.height;\n};\nvar rectPath = function (x, y, w, h, r) {\n if (r) {\n return [\n ['M', +x + +r, y],\n ['l', w - r * 2, 0],\n ['a', r, r, 0, 0, 1, r, r],\n ['l', 0, h - r * 2],\n ['a', r, r, 0, 0, 1, -r, r],\n ['l', r * 2 - w, 0],\n ['a', r, r, 0, 0, 1, -r, -r],\n ['l', 0, r * 2 - h],\n ['a', r, r, 0, 0, 1, r, -r],\n ['z'],\n ];\n }\n var res = [['M', x, y], ['l', w, 0], ['l', 0, h], ['l', -w, 0], ['z']];\n // @ts-ignore\n res.parsePathArray = parsePathArray;\n return res;\n};\nvar box = function (x, y, width, height) {\n if (x === null) {\n x = y = width = height = 0;\n }\n if (y === null) {\n y = x.y;\n width = x.width;\n height = x.height;\n x = x.x;\n }\n return {\n x: x,\n y: y,\n width: width,\n w: width,\n height: height,\n h: height,\n x2: x + width,\n y2: y + height,\n cx: x + width / 2,\n cy: y + height / 2,\n r1: Math.min(width, height) / 2,\n r2: Math.max(width, height) / 2,\n r0: Math.sqrt(width * width + height * height) / 2,\n path: rectPath(x, y, width, height),\n vb: [x, y, width, height].join(' '),\n };\n};\nvar isBBoxIntersect = function (bbox1, bbox2) {\n bbox1 = box(bbox1);\n bbox2 = box(bbox2);\n return (isPointInsideBBox(bbox2, bbox1.x, bbox1.y) ||\n isPointInsideBBox(bbox2, bbox1.x2, bbox1.y) ||\n isPointInsideBBox(bbox2, bbox1.x, bbox1.y2) ||\n isPointInsideBBox(bbox2, bbox1.x2, bbox1.y2) ||\n isPointInsideBBox(bbox1, bbox2.x, bbox2.y) ||\n isPointInsideBBox(bbox1, bbox2.x2, bbox2.y) ||\n isPointInsideBBox(bbox1, bbox2.x, bbox2.y2) ||\n isPointInsideBBox(bbox1, bbox2.x2, bbox2.y2) ||\n (((bbox1.x < bbox2.x2 && bbox1.x > bbox2.x) || (bbox2.x < bbox1.x2 && bbox2.x > bbox1.x)) &&\n ((bbox1.y < bbox2.y2 && bbox1.y > bbox2.y) || (bbox2.y < bbox1.y2 && bbox2.y > bbox1.y))));\n};\nvar bezierBBox = function (p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y) {\n if (!isArray(p1x)) {\n p1x = [p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y];\n }\n var bbox = curveDim.apply(null, p1x);\n return box(bbox.min.x, bbox.min.y, bbox.max.x - bbox.min.x, bbox.max.y - bbox.min.y);\n};\nvar findDotsAtSegment = function (p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, t) {\n var t1 = 1 - t;\n var t13 = Math.pow(t1, 3);\n var t12 = Math.pow(t1, 2);\n var t2 = t * t;\n var t3 = t2 * t;\n var x = t13 * p1x + t12 * 3 * t * c1x + t1 * 3 * t * t * c2x + t3 * p2x;\n var y = t13 * p1y + t12 * 3 * t * c1y + t1 * 3 * t * t * c2y + t3 * p2y;\n var mx = p1x + 2 * t * (c1x - p1x) + t2 * (c2x - 2 * c1x + p1x);\n var my = p1y + 2 * t * (c1y - p1y) + t2 * (c2y - 2 * c1y + p1y);\n var nx = c1x + 2 * t * (c2x - c1x) + t2 * (p2x - 2 * c2x + c1x);\n var ny = c1y + 2 * t * (c2y - c1y) + t2 * (p2y - 2 * c2y + c1y);\n var ax = t1 * p1x + t * c1x;\n var ay = t1 * p1y + t * c1y;\n var cx = t1 * c2x + t * p2x;\n var cy = t1 * c2y + t * p2y;\n var alpha = 90 - (Math.atan2(mx - nx, my - ny) * 180) / Math.PI;\n // (mx > nx || my < ny) && (alpha += 180);\n return {\n x: x,\n y: y,\n m: {\n x: mx,\n y: my,\n },\n n: {\n x: nx,\n y: ny,\n },\n start: {\n x: ax,\n y: ay,\n },\n end: {\n x: cx,\n y: cy,\n },\n alpha: alpha,\n };\n};\nvar interHelper = function (bez1, bez2, justCount) {\n var bbox1 = bezierBBox(bez1);\n var bbox2 = bezierBBox(bez2);\n if (!isBBoxIntersect(bbox1, bbox2)) {\n return justCount ? 0 : [];\n }\n var l1 = bezlen.apply(0, bez1);\n var l2 = bezlen.apply(0, bez2);\n var n1 = ~~(l1 / 8);\n var n2 = ~~(l2 / 8);\n var dots1 = [];\n var dots2 = [];\n var xy = {};\n var res = justCount ? 0 : [];\n for (var i = 0; i < n1 + 1; i++) {\n var d = findDotsAtSegment.apply(0, bez1.concat(i / n1));\n dots1.push({\n x: d.x,\n y: d.y,\n t: i / n1,\n });\n }\n for (var i = 0; i < n2 + 1; i++) {\n var d = findDotsAtSegment.apply(0, bez2.concat(i / n2));\n dots2.push({\n x: d.x,\n y: d.y,\n t: i / n2,\n });\n }\n for (var i = 0; i < n1; i++) {\n for (var j = 0; j < n2; j++) {\n var di = dots1[i];\n var di1 = dots1[i + 1];\n var dj = dots2[j];\n var dj1 = dots2[j + 1];\n var ci = Math.abs(di1.x - di.x) < 0.001 ? 'y' : 'x';\n var cj = Math.abs(dj1.x - dj.x) < 0.001 ? 'y' : 'x';\n var is = intersect(di.x, di.y, di1.x, di1.y, dj.x, dj.y, dj1.x, dj1.y);\n if (is) {\n if (xy[is.x.toFixed(4)] === is.y.toFixed(4)) {\n continue;\n }\n xy[is.x.toFixed(4)] = is.y.toFixed(4);\n var t1 = di.t + Math.abs((is[ci] - di[ci]) / (di1[ci] - di[ci])) * (di1.t - di.t);\n var t2 = dj.t + Math.abs((is[cj] - dj[cj]) / (dj1[cj] - dj[cj])) * (dj1.t - dj.t);\n if (t1 >= 0 && t1 <= 1 && t2 >= 0 && t2 <= 1) {\n if (justCount) {\n // @ts-ignore\n res += 1;\n }\n else {\n // @ts-ignore\n res.push({\n x: is.x,\n y: is.y,\n t1: t1,\n t2: t2,\n });\n }\n }\n }\n }\n }\n return res;\n};\nvar interPathHelper = function (path1, path2, justCount) {\n path1 = pathToCurve(path1);\n path2 = pathToCurve(path2);\n var x1;\n var y1;\n var x2;\n var y2;\n var x1m;\n var y1m;\n var x2m;\n var y2m;\n var bez1;\n var bez2;\n var res = justCount ? 0 : [];\n for (var i = 0, ii = path1.length; i < ii; i++) {\n var pi = path1[i];\n if (pi[0] === 'M') {\n x1 = x1m = pi[1];\n y1 = y1m = pi[2];\n }\n else {\n if (pi[0] === 'C') {\n bez1 = [x1, y1].concat(pi.slice(1));\n x1 = bez1[6];\n y1 = bez1[7];\n }\n else {\n bez1 = [x1, y1, x1, y1, x1m, y1m, x1m, y1m];\n x1 = x1m;\n y1 = y1m;\n }\n for (var j = 0, jj = path2.length; j < jj; j++) {\n var pj = path2[j];\n if (pj[0] === 'M') {\n x2 = x2m = pj[1];\n y2 = y2m = pj[2];\n }\n else {\n if (pj[0] === 'C') {\n bez2 = [x2, y2].concat(pj.slice(1));\n x2 = bez2[6];\n y2 = bez2[7];\n }\n else {\n bez2 = [x2, y2, x2, y2, x2m, y2m, x2m, y2m];\n x2 = x2m;\n y2 = y2m;\n }\n var intr = interHelper(bez1, bez2, justCount);\n if (justCount) {\n // @ts-ignore\n res += intr;\n }\n else {\n // @ts-ignore\n for (var k = 0, kk = intr.length; k < kk; k++) {\n intr[k].segment1 = i;\n intr[k].segment2 = j;\n intr[k].bez1 = bez1;\n intr[k].bez2 = bez2;\n }\n // @ts-ignore\n res = res.concat(intr);\n }\n }\n }\n }\n }\n return res;\n};\nvar intersection = function (path1, path2) {\n return interPathHelper(path1, path2);\n};\nfunction decasteljau(points, t) {\n var left = [];\n var right = [];\n function recurse(points, t) {\n if (points.length === 1) {\n left.push(points[0]);\n right.push(points[0]);\n }\n else {\n var middlePoints = [];\n for (var i = 0; i < points.length - 1; i++) {\n if (i === 0) {\n left.push(points[0]);\n }\n if (i === points.length - 2) {\n right.push(points[i + 1]);\n }\n middlePoints[i] = [\n (1 - t) * points[i][0] + t * points[i + 1][0],\n (1 - t) * points[i][1] + t * points[i + 1][1],\n ];\n }\n recurse(middlePoints, t);\n }\n }\n if (points.length) {\n recurse(points, t);\n }\n return { left: left, right: right.reverse() };\n}\nfunction splitCurve(start, end, count) {\n var points = [[start[1], start[2]]];\n count = count || 2;\n var segments = [];\n if (end[0] === 'A') {\n points.push(end[6]);\n points.push(end[7]);\n }\n else if (end[0] === 'C') {\n points.push([end[1], end[2]]);\n points.push([end[3], end[4]]);\n points.push([end[5], end[6]]);\n }\n else if (end[0] === 'S' || end[0] === 'Q') {\n points.push([end[1], end[2]]);\n points.push([end[3], end[4]]);\n }\n else {\n points.push([end[1], end[2]]);\n }\n var leftSegments = points;\n var t = 1 / count;\n for (var i = 0; i < count - 1; i++) {\n var rt = t / (1 - t * i);\n var split = decasteljau(leftSegments, rt);\n segments.push(split.left);\n leftSegments = split.right;\n }\n segments.push(leftSegments);\n var result = segments.map(function (segment) {\n var cmd = [];\n if (segment.length === 4) {\n cmd.push('C');\n cmd = cmd.concat(segment[2]);\n }\n if (segment.length >= 3) {\n if (segment.length === 3) {\n cmd.push('Q');\n }\n cmd = cmd.concat(segment[1]);\n }\n if (segment.length === 2) {\n cmd.push('L');\n }\n cmd = cmd.concat(segment[segment.length - 1]);\n return cmd;\n });\n return result;\n}\nvar splitSegment = function (start, end, count) {\n if (count === 1) {\n return [[].concat(start)];\n }\n var segments = [];\n if (end[0] === 'L' || end[0] === 'C' || end[0] === 'Q') {\n segments = segments.concat(splitCurve(start, end, count));\n }\n else {\n var temp = [].concat(start);\n if (temp[0] === 'M') {\n temp[0] = 'L';\n }\n for (var i = 0; i <= count - 1; i++) {\n segments.push(temp);\n }\n }\n return segments;\n};\nvar fillPath = function (source, target) {\n if (source.length === 1) {\n return source;\n }\n var sourceLen = source.length - 1;\n var targetLen = target.length - 1;\n var ratio = sourceLen / targetLen;\n var segmentsToFill = [];\n if (source.length === 1 && source[0][0] === 'M') {\n for (var i = 0; i < targetLen - sourceLen; i++) {\n source.push(source[0]);\n }\n return source;\n }\n for (var i = 0; i < targetLen; i++) {\n var index = Math.floor(ratio * i);\n segmentsToFill[index] = (segmentsToFill[index] || 0) + 1;\n }\n var filled = segmentsToFill.reduce(function (filled, count, i) {\n if (i === sourceLen) {\n return filled.concat(source[sourceLen]);\n }\n return filled.concat(splitSegment(source[i], source[i + 1], count));\n }, []);\n filled.unshift(source[0]);\n if (target[targetLen] === 'Z' || target[targetLen] === 'z') {\n filled.push('Z');\n }\n return filled;\n};\nvar isEqual = function (obj1, obj2) {\n if (obj1.length !== obj2.length) {\n return false;\n }\n var result = true;\n each(obj1, function (item, i) {\n if (item !== obj2[i]) {\n result = false;\n return false;\n }\n });\n return result;\n};\nfunction getMinDiff(del, add, modify) {\n var type = null;\n var min = modify;\n if (add < min) {\n min = add;\n type = 'add';\n }\n if (del < min) {\n min = del;\n type = 'del';\n }\n return {\n type: type,\n min: min,\n };\n}\n/*\n * https://en.wikipedia.org/wiki/Levenshtein_distance\n * 计算两条path的编辑距离\n */\nvar levenshteinDistance = function (source, target) {\n var sourceLen = source.length;\n var targetLen = target.length;\n var sourceSegment;\n var targetSegment;\n var temp = 0;\n if (sourceLen === 0 || targetLen === 0) {\n return null;\n }\n var dist = [];\n for (var i = 0; i <= sourceLen; i++) {\n dist[i] = [];\n dist[i][0] = { min: i };\n }\n for (var j = 0; j <= targetLen; j++) {\n dist[0][j] = { min: j };\n }\n for (var i = 1; i <= sourceLen; i++) {\n sourceSegment = source[i - 1];\n for (var j = 1; j <= targetLen; j++) {\n targetSegment = target[j - 1];\n if (isEqual(sourceSegment, targetSegment)) {\n temp = 0;\n }\n else {\n temp = 1;\n }\n var del = dist[i - 1][j].min + 1;\n var add = dist[i][j - 1].min + 1;\n var modify = dist[i - 1][j - 1].min + temp;\n dist[i][j] = getMinDiff(del, add, modify);\n }\n }\n return dist;\n};\nvar fillPathByDiff = function (source, target) {\n var diffMatrix = levenshteinDistance(source, target);\n var sourceLen = source.length;\n var targetLen = target.length;\n var changes = [];\n var index = 1;\n var minPos = 1;\n // 如果source和target不是完全不相等\n if (diffMatrix[sourceLen][targetLen].min !== sourceLen) {\n // 获取从source到target所需改动\n for (var i = 1; i <= sourceLen; i++) {\n var min = diffMatrix[i][i].min;\n minPos = i;\n for (var j = index; j <= targetLen; j++) {\n if (diffMatrix[i][j].min < min) {\n min = diffMatrix[i][j].min;\n minPos = j;\n }\n }\n index = minPos;\n if (diffMatrix[i][index].type) {\n changes.push({ index: i - 1, type: diffMatrix[i][index].type });\n }\n }\n // 对source进行增删path\n for (var i = changes.length - 1; i >= 0; i--) {\n index = changes[i].index;\n if (changes[i].type === 'add') {\n source.splice(index, 0, [].concat(source[index]));\n }\n else {\n source.splice(index, 1);\n }\n }\n }\n // source尾部补齐\n sourceLen = source.length;\n var diff = targetLen - sourceLen;\n if (sourceLen < targetLen) {\n for (var i = 0; i < diff; i++) {\n if (source[sourceLen - 1][0] === 'z' || source[sourceLen - 1][0] === 'Z') {\n source.splice(sourceLen - 2, 0, source[sourceLen - 2]);\n }\n else {\n source.push(source[sourceLen - 1]);\n }\n sourceLen += 1;\n }\n }\n return source;\n};\n// 将两个点均分成count个点\nfunction _splitPoints(points, former, count) {\n var result = [].concat(points);\n var index;\n var t = 1 / (count + 1);\n var formerEnd = _getSegmentPoints(former)[0];\n for (var i = 1; i <= count; i++) {\n t *= i;\n index = Math.floor(points.length * t);\n if (index === 0) {\n result.unshift([formerEnd[0] * t + points[index][0] * (1 - t), formerEnd[1] * t + points[index][1] * (1 - t)]);\n }\n else {\n result.splice(index, 0, [\n formerEnd[0] * t + points[index][0] * (1 - t),\n formerEnd[1] * t + points[index][1] * (1 - t),\n ]);\n }\n }\n return result;\n}\n/*\n * 抽取pathSegment中的关键点\n * M,L,A,Q,H,V一个端点\n * Q, S抽取一个端点,一个控制点\n * C抽取一个端点,两个控制点\n */\nfunction _getSegmentPoints(segment) {\n var points = [];\n switch (segment[0]) {\n case 'M':\n points.push([segment[1], segment[2]]);\n break;\n case 'L':\n points.push([segment[1], segment[2]]);\n break;\n case 'A':\n points.push([segment[6], segment[7]]);\n break;\n case 'Q':\n points.push([segment[3], segment[4]]);\n points.push([segment[1], segment[2]]);\n break;\n case 'T':\n points.push([segment[1], segment[2]]);\n break;\n case 'C':\n points.push([segment[5], segment[6]]);\n points.push([segment[1], segment[2]]);\n points.push([segment[3], segment[4]]);\n break;\n case 'S':\n points.push([segment[3], segment[4]]);\n points.push([segment[1], segment[2]]);\n break;\n case 'H':\n points.push([segment[1], segment[1]]);\n break;\n case 'V':\n points.push([segment[1], segment[1]]);\n break;\n default:\n }\n return points;\n}\nvar formatPath = function (fromPath, toPath) {\n if (fromPath.length <= 1) {\n return fromPath;\n }\n var points;\n for (var i = 0; i < toPath.length; i++) {\n if (fromPath[i][0] !== toPath[i][0]) {\n // 获取fromPath的pathSegment的端点,根据toPath的指令对其改造\n points = _getSegmentPoints(fromPath[i]);\n switch (toPath[i][0]) {\n case 'M':\n fromPath[i] = ['M'].concat(points[0]);\n break;\n case 'L':\n fromPath[i] = ['L'].concat(points[0]);\n break;\n case 'A':\n fromPath[i] = [].concat(toPath[i]);\n fromPath[i][6] = points[0][0];\n fromPath[i][7] = points[0][1];\n break;\n case 'Q':\n if (points.length < 2) {\n if (i > 0) {\n points = _splitPoints(points, fromPath[i - 1], 1);\n }\n else {\n fromPath[i] = toPath[i];\n break;\n }\n }\n fromPath[i] = ['Q'].concat(points.reduce(function (arr, i) {\n return arr.concat(i);\n }, []));\n break;\n case 'T':\n fromPath[i] = ['T'].concat(points[0]);\n break;\n case 'C':\n if (points.length < 3) {\n if (i > 0) {\n points = _splitPoints(points, fromPath[i - 1], 2);\n }\n else {\n fromPath[i] = toPath[i];\n break;\n }\n }\n fromPath[i] = ['C'].concat(points.reduce(function (arr, i) {\n return arr.concat(i);\n }, []));\n break;\n case 'S':\n if (points.length < 2) {\n if (i > 0) {\n points = _splitPoints(points, fromPath[i - 1], 1);\n }\n else {\n fromPath[i] = toPath[i];\n break;\n }\n }\n fromPath[i] = ['S'].concat(points.reduce(function (arr, i) {\n return arr.concat(i);\n }, []));\n break;\n default:\n fromPath[i] = toPath[i];\n }\n }\n }\n return fromPath;\n};\nexport { catmullRomToBezier, fillPath, fillPathByDiff, formatPath, intersection, parsePathArray, parsePathString, pathToAbsolute, pathToCurve, rectPath, };\n//# sourceMappingURL=path.js.map","var GraphEvent = /** @class */ (function () {\n function GraphEvent(type, event) {\n /**\n * 是否允许冒泡\n * @type {boolean}\n */\n this.bubbles = true;\n /**\n * 触发对象\n * @type {object}\n */\n this.target = null;\n /**\n * 监听对象\n * @type {object}\n */\n this.currentTarget = null;\n /**\n * 委托对象\n * @type {object}\n */\n this.delegateTarget = null;\n /**\n * 委托事件监听对象的代理对象,即 ev.delegateObject = ev.currentTarget.get('delegateObject')\n * @type {object}\n */\n this.delegateObject = null;\n /**\n * 是否阻止了原生事件\n * @type {boolean}\n */\n this.defaultPrevented = false;\n /**\n * 是否阻止传播(向上冒泡)\n * @type {boolean}\n */\n this.propagationStopped = false;\n /**\n * 触发事件的图形\n * @type {IShape}\n */\n this.shape = null;\n /**\n * 开始触发事件的图形\n * @type {IShape}\n */\n this.fromShape = null;\n /**\n * 事件结束时的触发图形\n * @type {IShape}\n */\n this.toShape = null;\n // 触发事件的路径\n this.propagationPath = [];\n this.type = type;\n this.name = type;\n this.originalEvent = event;\n this.timeStamp = event.timeStamp;\n }\n /**\n * 阻止浏览器默认的行为\n */\n GraphEvent.prototype.preventDefault = function () {\n this.defaultPrevented = true;\n if (this.originalEvent.preventDefault) {\n this.originalEvent.preventDefault();\n }\n };\n /**\n * 阻止冒泡\n */\n GraphEvent.prototype.stopPropagation = function () {\n this.propagationStopped = true;\n };\n GraphEvent.prototype.toString = function () {\n var type = this.type;\n return \"[Event (type=\" + type + \")]\";\n };\n GraphEvent.prototype.save = function () { };\n GraphEvent.prototype.restore = function () { };\n return GraphEvent;\n}());\nexport default GraphEvent;\n//# sourceMappingURL=graph-event.js.map","export function removeFromArray(arr, obj) {\n var index = arr.indexOf(obj);\n if (index !== -1) {\n arr.splice(index, 1);\n }\n}\nexport var isBrowser = typeof window !== 'undefined' && typeof window.document !== 'undefined';\nexport { isNil, isFunction, isString, isObject, isArray, mix, each, upperFirst } from '@antv/util';\n// 是否元素的父容器\nexport function isParent(container, shape) {\n // 所有 shape 都是 canvas 的子元素\n if (container.isCanvas()) {\n return true;\n }\n var parent = shape.getParent();\n var isParent = false;\n while (parent) {\n if (parent === container) {\n isParent = true;\n break;\n }\n parent = parent.getParent();\n }\n return isParent;\n}\nexport function isAllowCapture(element) {\n // @ts-ignore\n return element.cfg.visible && element.cfg.capture;\n}\n//# sourceMappingURL=util.js.map","import { __extends } from \"tslib\";\nimport EE from '@antv/event-emitter';\nimport { mix } from '../util/util';\nvar Base = /** @class */ (function (_super) {\n __extends(Base, _super);\n function Base(cfg) {\n var _this = _super.call(this) || this;\n /**\n * 是否被销毁\n * @type {boolean}\n */\n _this.destroyed = false;\n var defaultCfg = _this.getDefaultCfg();\n _this.cfg = mix(defaultCfg, cfg);\n return _this;\n }\n /**\n * @protected\n * 默认的配置项\n * @returns {object} 默认的配置项\n */\n Base.prototype.getDefaultCfg = function () {\n return {};\n };\n // 实现接口的方法\n Base.prototype.get = function (name) {\n return this.cfg[name];\n };\n // 实现接口的方法\n Base.prototype.set = function (name, value) {\n this.cfg[name] = value;\n };\n // 实现接口的方法\n Base.prototype.destroy = function () {\n this.cfg = {\n destroyed: true,\n };\n this.off();\n this.destroyed = true;\n };\n return Base;\n}(EE));\nexport default Base;\n//# sourceMappingURL=base.js.map","var __spreadArray = (this && this.__spreadArray) || function (to, from, pack) {\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\n if (ar || !(i in from)) {\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\n ar[i] = from[i];\n }\n }\n return to.concat(ar || Array.prototype.slice.call(from));\n};\nvar BrowserInfo = /** @class */ (function () {\n function BrowserInfo(name, version, os) {\n this.name = name;\n this.version = version;\n this.os = os;\n this.type = 'browser';\n }\n return BrowserInfo;\n}());\nexport { BrowserInfo };\nvar NodeInfo = /** @class */ (function () {\n function NodeInfo(version) {\n this.version = version;\n this.type = 'node';\n this.name = 'node';\n this.os = process.platform;\n }\n return NodeInfo;\n}());\nexport { NodeInfo };\nvar SearchBotDeviceInfo = /** @class */ (function () {\n function SearchBotDeviceInfo(name, version, os, bot) {\n this.name = name;\n this.version = version;\n this.os = os;\n this.bot = bot;\n this.type = 'bot-device';\n }\n return SearchBotDeviceInfo;\n}());\nexport { SearchBotDeviceInfo };\nvar BotInfo = /** @class */ (function () {\n function BotInfo() {\n this.type = 'bot';\n this.bot = true; // NOTE: deprecated test name instead\n this.name = 'bot';\n this.version = null;\n this.os = null;\n }\n return BotInfo;\n}());\nexport { BotInfo };\nvar ReactNativeInfo = /** @class */ (function () {\n function ReactNativeInfo() {\n this.type = 'react-native';\n this.name = 'react-native';\n this.version = null;\n this.os = null;\n }\n return ReactNativeInfo;\n}());\nexport { ReactNativeInfo };\n// tslint:disable-next-line:max-line-length\nvar SEARCHBOX_UA_REGEX = /alexa|bot|crawl(er|ing)|facebookexternalhit|feedburner|google web preview|nagios|postrank|pingdom|slurp|spider|yahoo!|yandex/;\nvar SEARCHBOT_OS_REGEX = /(nuhk|curl|Googlebot|Yammybot|Openbot|Slurp|MSNBot|Ask\\ Jeeves\\/Teoma|ia_archiver)/;\nvar REQUIRED_VERSION_PARTS = 3;\nvar userAgentRules = [\n ['aol', /AOLShield\\/([0-9\\._]+)/],\n ['edge', /Edge\\/([0-9\\._]+)/],\n ['edge-ios', /EdgiOS\\/([0-9\\._]+)/],\n ['yandexbrowser', /YaBrowser\\/([0-9\\._]+)/],\n ['kakaotalk', /KAKAOTALK\\s([0-9\\.]+)/],\n ['samsung', /SamsungBrowser\\/([0-9\\.]+)/],\n ['silk', /\\bSilk\\/([0-9._-]+)\\b/],\n ['miui', /MiuiBrowser\\/([0-9\\.]+)$/],\n ['beaker', /BeakerBrowser\\/([0-9\\.]+)/],\n ['edge-chromium', /EdgA?\\/([0-9\\.]+)/],\n [\n 'chromium-webview',\n /(?!Chrom.*OPR)wv\\).*Chrom(?:e|ium)\\/([0-9\\.]+)(:?\\s|$)/,\n ],\n ['chrome', /(?!Chrom.*OPR)Chrom(?:e|ium)\\/([0-9\\.]+)(:?\\s|$)/],\n ['phantomjs', /PhantomJS\\/([0-9\\.]+)(:?\\s|$)/],\n ['crios', /CriOS\\/([0-9\\.]+)(:?\\s|$)/],\n ['firefox', /Firefox\\/([0-9\\.]+)(?:\\s|$)/],\n ['fxios', /FxiOS\\/([0-9\\.]+)/],\n ['opera-mini', /Opera Mini.*Version\\/([0-9\\.]+)/],\n ['opera', /Opera\\/([0-9\\.]+)(?:\\s|$)/],\n ['opera', /OPR\\/([0-9\\.]+)(:?\\s|$)/],\n ['pie', /^Microsoft Pocket Internet Explorer\\/(\\d+\\.\\d+)$/],\n ['pie', /^Mozilla\\/\\d\\.\\d+\\s\\(compatible;\\s(?:MSP?IE|MSInternet Explorer) (\\d+\\.\\d+);.*Windows CE.*\\)$/],\n ['netfront', /^Mozilla\\/\\d\\.\\d+.*NetFront\\/(\\d.\\d)/],\n ['ie', /Trident\\/7\\.0.*rv\\:([0-9\\.]+).*\\).*Gecko$/],\n ['ie', /MSIE\\s([0-9\\.]+);.*Trident\\/[4-7].0/],\n ['ie', /MSIE\\s(7\\.0)/],\n ['bb10', /BB10;\\sTouch.*Version\\/([0-9\\.]+)/],\n ['android', /Android\\s([0-9\\.]+)/],\n ['ios', /Version\\/([0-9\\._]+).*Mobile.*Safari.*/],\n ['safari', /Version\\/([0-9\\._]+).*Safari/],\n ['facebook', /FB[AS]V\\/([0-9\\.]+)/],\n ['instagram', /Instagram\\s([0-9\\.]+)/],\n ['ios-webview', /AppleWebKit\\/([0-9\\.]+).*Mobile/],\n ['ios-webview', /AppleWebKit\\/([0-9\\.]+).*Gecko\\)$/],\n ['curl', /^curl\\/([0-9\\.]+)$/],\n ['searchbot', SEARCHBOX_UA_REGEX],\n];\nvar operatingSystemRules = [\n ['iOS', /iP(hone|od|ad)/],\n ['Android OS', /Android/],\n ['BlackBerry OS', /BlackBerry|BB10/],\n ['Windows Mobile', /IEMobile/],\n ['Amazon OS', /Kindle/],\n ['Windows 3.11', /Win16/],\n ['Windows 95', /(Windows 95)|(Win95)|(Windows_95)/],\n ['Windows 98', /(Windows 98)|(Win98)/],\n ['Windows 2000', /(Windows NT 5.0)|(Windows 2000)/],\n ['Windows XP', /(Windows NT 5.1)|(Windows XP)/],\n ['Windows Server 2003', /(Windows NT 5.2)/],\n ['Windows Vista', /(Windows NT 6.0)/],\n ['Windows 7', /(Windows NT 6.1)/],\n ['Windows 8', /(Windows NT 6.2)/],\n ['Windows 8.1', /(Windows NT 6.3)/],\n ['Windows 10', /(Windows NT 10.0)/],\n ['Windows ME', /Windows ME/],\n ['Windows CE', /Windows CE|WinCE|Microsoft Pocket Internet Explorer/],\n ['Open BSD', /OpenBSD/],\n ['Sun OS', /SunOS/],\n ['Chrome OS', /CrOS/],\n ['Linux', /(Linux)|(X11)/],\n ['Mac OS', /(Mac_PowerPC)|(Macintosh)/],\n ['QNX', /QNX/],\n ['BeOS', /BeOS/],\n ['OS/2', /OS\\/2/],\n];\nexport function detect(userAgent) {\n if (!!userAgent) {\n return parseUserAgent(userAgent);\n }\n if (typeof document === 'undefined' &&\n typeof navigator !== 'undefined' &&\n navigator.product === 'ReactNative') {\n return new ReactNativeInfo();\n }\n if (typeof navigator !== 'undefined') {\n return parseUserAgent(navigator.userAgent);\n }\n return getNodeVersion();\n}\nfunction matchUserAgent(ua) {\n // opted for using reduce here rather than Array#first with a regex.test call\n // this is primarily because using the reduce we only perform the regex\n // execution once rather than once for the test and for the exec again below\n // probably something that needs to be benchmarked though\n return (ua !== '' &&\n userAgentRules.reduce(function (matched, _a) {\n var browser = _a[0], regex = _a[1];\n if (matched) {\n return matched;\n }\n var uaMatch = regex.exec(ua);\n return !!uaMatch && [browser, uaMatch];\n }, false));\n}\nexport function browserName(ua) {\n var data = matchUserAgent(ua);\n return data ? data[0] : null;\n}\nexport function parseUserAgent(ua) {\n var matchedRule = matchUserAgent(ua);\n if (!matchedRule) {\n return null;\n }\n var name = matchedRule[0], match = matchedRule[1];\n if (name === 'searchbot') {\n return new BotInfo();\n }\n // Do not use RegExp for split operation as some browser do not support it (See: http://blog.stevenlevithan.com/archives/cross-browser-split)\n var versionParts = match[1] && match[1].split('.').join('_').split('_').slice(0, 3);\n if (versionParts) {\n if (versionParts.length < REQUIRED_VERSION_PARTS) {\n versionParts = __spreadArray(__spreadArray([], versionParts, true), createVersionParts(REQUIRED_VERSION_PARTS - versionParts.length), true);\n }\n }\n else {\n versionParts = [];\n }\n var version = versionParts.join('.');\n var os = detectOS(ua);\n var searchBotMatch = SEARCHBOT_OS_REGEX.exec(ua);\n if (searchBotMatch && searchBotMatch[1]) {\n return new SearchBotDeviceInfo(name, version, os, searchBotMatch[1]);\n }\n return new BrowserInfo(name, version, os);\n}\nexport function detectOS(ua) {\n for (var ii = 0, count = operatingSystemRules.length; ii < count; ii++) {\n var _a = operatingSystemRules[ii], os = _a[0], regex = _a[1];\n var match = regex.exec(ua);\n if (match) {\n return os;\n }\n }\n return null;\n}\nexport function getNodeVersion() {\n var isNode = typeof process !== 'undefined' && process.version;\n return isNode ? new NodeInfo(process.version.slice(1)) : null;\n}\nfunction createVersionParts(count) {\n var output = [];\n for (var ii = 0; ii < count; ii++) {\n output.push('0');\n }\n return output;\n}\n","/**\n * Common utilities\n * @module glMatrix\n */\n// Configuration Constants\nexport var EPSILON = 0.000001;\nexport var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;\nexport var RANDOM = Math.random;\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\n */\n\nexport function setMatrixArrayType(type) {\n ARRAY_TYPE = type;\n}\nvar degree = Math.PI / 180;\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\n\nexport function toRadian(a) {\n return a * degree;\n}\n/**\n * Tests whether or not the arguments have approximately the same value, within an absolute\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\n * than or equal to 1.0, and a relative tolerance is used for larger values)\n *\n * @param {Number} a The first number to test.\n * @param {Number} b The second number to test.\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\n\nexport function equals(a, b) {\n return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));\n}\nif (!Math.hypot) Math.hypot = function () {\n var y = 0,\n i = arguments.length;\n\n while (i--) {\n y += arguments[i] * arguments[i];\n }\n\n return Math.sqrt(y);\n};","import * as glMatrix from \"./common.js\";\n/**\n * 3x3 Matrix\n * @module mat3\n */\n\n/**\n * Creates a new identity mat3\n *\n * @returns {mat3} a new 3x3 matrix\n */\n\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(9);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n }\n\n out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {ReadonlyMat4} a the source 4x4 matrix\n * @returns {mat3} out\n */\n\nexport function fromMat4(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[4];\n out[4] = a[5];\n out[5] = a[6];\n out[6] = a[8];\n out[7] = a[9];\n out[8] = a[10];\n return out;\n}\n/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\n\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\n\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Create a new mat3 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} A new mat3\n */\n\nexport function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\n * Set the components of a mat3 to the given values\n *\n * @param {mat3} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} out\n */\n\nexport function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\n\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\n\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n var a01 = a[1],\n a02 = a[2],\n a12 = a[5];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a01;\n out[5] = a[7];\n out[6] = a02;\n out[7] = a12;\n } else {\n out[0] = a[0];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a[1];\n out[4] = a[4];\n out[5] = a[7];\n out[6] = a[2];\n out[7] = a[5];\n out[8] = a[8];\n }\n\n return out;\n}\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\n\nexport function invert(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b01 = a22 * a11 - a12 * a21;\n var b11 = -a22 * a10 + a12 * a20;\n var b21 = a21 * a10 - a11 * a20; // Calculate the determinant\n\n var det = a00 * b01 + a01 * b11 + a02 * b21;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\n\nexport function adjoint(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n out[0] = a11 * a22 - a12 * a21;\n out[1] = a02 * a21 - a01 * a22;\n out[2] = a01 * a12 - a02 * a11;\n out[3] = a12 * a20 - a10 * a22;\n out[4] = a00 * a22 - a02 * a20;\n out[5] = a02 * a10 - a00 * a12;\n out[6] = a10 * a21 - a11 * a20;\n out[7] = a01 * a20 - a00 * a21;\n out[8] = a00 * a11 - a01 * a10;\n return out;\n}\n/**\n * Calculates the determinant of a mat3\n *\n * @param {ReadonlyMat3} a the source matrix\n * @returns {Number} determinant of a\n */\n\nexport function determinant(a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);\n}\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\n\nexport function multiply(out, a, b) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b00 = b[0],\n b01 = b[1],\n b02 = b[2];\n var b10 = b[3],\n b11 = b[4],\n b12 = b[5];\n var b20 = b[6],\n b21 = b[7],\n b22 = b[8];\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to translate\n * @param {ReadonlyVec2} v vector to translate by\n * @returns {mat3} out\n */\n\nexport function translate(out, a, v) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n x = v[0],\n y = v[1];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a10;\n out[4] = a11;\n out[5] = a12;\n out[6] = x * a00 + y * a10 + a20;\n out[7] = x * a01 + y * a11 + a21;\n out[8] = x * a02 + y * a12 + a22;\n return out;\n}\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\n\nexport function rotate(out, a, rad) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c * a00 + s * a10;\n out[1] = c * a01 + s * a11;\n out[2] = c * a02 + s * a12;\n out[3] = c * a10 - s * a00;\n out[4] = c * a11 - s * a01;\n out[5] = c * a12 - s * a02;\n out[6] = a20;\n out[7] = a21;\n out[8] = a22;\n return out;\n}\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\n\nexport function scale(out, a, v) {\n var x = v[0],\n y = v[1];\n out[0] = x * a[0];\n out[1] = x * a[1];\n out[2] = x * a[2];\n out[3] = y * a[3];\n out[4] = y * a[4];\n out[5] = y * a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.translate(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Translation vector\n * @returns {mat3} out\n */\n\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = v[0];\n out[7] = v[1];\n out[8] = 1;\n return out;\n}\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.rotate(dest, dest, rad);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\n\nexport function fromRotation(out, rad) {\n var s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = -s;\n out[4] = c;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.scale(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat3} out\n */\n\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = v[1];\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat2d} a the matrix to copy\n * @returns {mat3} out\n **/\n\nexport function fromMat2d(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = 0;\n out[3] = a[2];\n out[4] = a[3];\n out[5] = 0;\n out[6] = a[4];\n out[7] = a[5];\n out[8] = 1;\n return out;\n}\n/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */\n\nexport function fromQuat(out, q) {\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var yx = y * x2;\n var yy = y * y2;\n var zx = z * x2;\n var zy = z * y2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - yy - zz;\n out[3] = yx - wz;\n out[6] = zx + wy;\n out[1] = yx + wz;\n out[4] = 1 - xx - zz;\n out[7] = zy - wx;\n out[2] = zx - wy;\n out[5] = zy + wx;\n out[8] = 1 - xx - yy;\n return out;\n}\n/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */\n\nexport function normalFromMat4(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32; // Calculate the determinant\n\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n if (!det) {\n return null;\n }\n\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n return out;\n}\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */\n\nexport function projection(out, width, height) {\n out[0] = 2 / width;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = -2 / height;\n out[5] = 0;\n out[6] = -1;\n out[7] = 1;\n out[8] = 1;\n return out;\n}\n/**\n * Returns a string representation of a mat3\n *\n * @param {ReadonlyMat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\n\nexport function str(a) {\n return \"mat3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \")\";\n}\n/**\n * Returns Frobenius norm of a mat3\n *\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\n\nexport function frob(a) {\n return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);\n}\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\n\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n return out;\n}\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\n\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n return out;\n}\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\n\nexport function multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n return out;\n}\n/**\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat3} out the receiving vector\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\n\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n return out;\n}\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\n\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];\n}\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\n\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7],\n a8 = a[8];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3],\n b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7],\n b8 = b[8];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));\n}\n/**\n * Alias for {@link mat3.multiply}\n * @function\n */\n\nexport var mul = multiply;\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\n\nexport var sub = subtract;","import * as glMatrix from \"./common.js\";\n/**\n * 3 Dimensional Vector\n * @module vec3\n */\n\n/**\n * Creates a new, empty vec3\n *\n * @returns {vec3} a new 3D vector\n */\n\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(3);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n\n return out;\n}\n/**\n * Creates a new vec3 initialized with values from an existing vector\n *\n * @param {ReadonlyVec3} a vector to clone\n * @returns {vec3} a new 3D vector\n */\n\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(3);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n/**\n * Calculates the length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate length of\n * @returns {Number} length of a\n */\n\nexport function length(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n return Math.hypot(x, y, z);\n}\n/**\n * Creates a new vec3 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} a new 3D vector\n */\n\nexport function fromValues(x, y, z) {\n var out = new glMatrix.ARRAY_TYPE(3);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the source vector\n * @returns {vec3} out\n */\n\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n/**\n * Set the components of a vec3 to the given values\n *\n * @param {vec3} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} out\n */\n\nexport function set(out, x, y, z) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n return out;\n}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n return out;\n}\n/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n out[2] = a[2] * b[2];\n return out;\n}\n/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n out[2] = a[2] / b[2];\n return out;\n}\n/**\n * Math.ceil the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to ceil\n * @returns {vec3} out\n */\n\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n out[2] = Math.ceil(a[2]);\n return out;\n}\n/**\n * Math.floor the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to floor\n * @returns {vec3} out\n */\n\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n out[2] = Math.floor(a[2]);\n return out;\n}\n/**\n * Returns the minimum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n out[2] = Math.min(a[2], b[2]);\n return out;\n}\n/**\n * Returns the maximum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n out[2] = Math.max(a[2], b[2]);\n return out;\n}\n/**\n * Math.round the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to round\n * @returns {vec3} out\n */\n\nexport function round(out, a) {\n out[0] = Math.round(a[0]);\n out[1] = Math.round(a[1]);\n out[2] = Math.round(a[2]);\n return out;\n}\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */\n\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n return out;\n}\n/**\n * Adds two vec3's after scaling the second operand by a scalar value\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec3} out\n */\n\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n return out;\n}\n/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} distance between a and b\n */\n\nexport function distance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n return Math.hypot(x, y, z);\n}\n/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} squared distance between a and b\n */\n\nexport function squaredDistance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n return x * x + y * y + z * z;\n}\n/**\n * Calculates the squared length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\n\nexport function squaredLength(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n return x * x + y * y + z * z;\n}\n/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to negate\n * @returns {vec3} out\n */\n\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n return out;\n}\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to invert\n * @returns {vec3} out\n */\n\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n out[2] = 1.0 / a[2];\n return out;\n}\n/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to normalize\n * @returns {vec3} out\n */\n\nexport function normalize(out, a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var len = x * x + y * y + z * z;\n\n if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n out[2] = a[2] * len;\n return out;\n}\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} dot product of a and b\n */\n\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\n\nexport function cross(out, a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2];\n var bx = b[0],\n by = b[1],\n bz = b[2];\n out[0] = ay * bz - az * by;\n out[1] = az * bx - ax * bz;\n out[2] = ax * by - ay * bx;\n return out;\n}\n/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\n\nexport function lerp(out, a, b, t) {\n var ax = a[0];\n var ay = a[1];\n var az = a[2];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n out[2] = az + t * (b[2] - az);\n return out;\n}\n/**\n * Performs a hermite interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\n\nexport function hermite(out, a, b, c, d, t) {\n var factorTimes2 = t * t;\n var factor1 = factorTimes2 * (2 * t - 3) + 1;\n var factor2 = factorTimes2 * (t - 2) + t;\n var factor3 = factorTimes2 * (t - 1);\n var factor4 = factorTimes2 * (3 - 2 * t);\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n/**\n * Performs a bezier interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\n\nexport function bezier(out, a, b, c, d, t) {\n var inverseFactor = 1 - t;\n var inverseFactorTimesTwo = inverseFactor * inverseFactor;\n var factorTimes2 = t * t;\n var factor1 = inverseFactorTimesTwo * inverseFactor;\n var factor2 = 3 * t * inverseFactorTimesTwo;\n var factor3 = 3 * factorTimes2 * inverseFactor;\n var factor4 = factorTimes2 * t;\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec3} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\n * @returns {vec3} out\n */\n\nexport function random(out, scale) {\n scale = scale || 1.0;\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n var z = glMatrix.RANDOM() * 2.0 - 1.0;\n var zScale = Math.sqrt(1.0 - z * z) * scale;\n out[0] = Math.cos(r) * zScale;\n out[1] = Math.sin(r) * zScale;\n out[2] = z * scale;\n return out;\n}\n/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec3} out\n */\n\nexport function transformMat4(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2];\n var w = m[3] * x + m[7] * y + m[11] * z + m[15];\n w = w || 1.0;\n out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n return out;\n}\n/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */\n\nexport function transformMat3(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2];\n out[0] = x * m[0] + y * m[3] + z * m[6];\n out[1] = x * m[1] + y * m[4] + z * m[7];\n out[2] = x * m[2] + y * m[5] + z * m[8];\n return out;\n}\n/**\n * Transforms the vec3 with a quat\n * Can also be used for dual quaternions. (Multiply it with the real part)\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyQuat} q quaternion to transform with\n * @returns {vec3} out\n */\n\nexport function transformQuat(out, a, q) {\n // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed\n var qx = q[0],\n qy = q[1],\n qz = q[2],\n qw = q[3];\n var x = a[0],\n y = a[1],\n z = a[2]; // var qvec = [qx, qy, qz];\n // var uv = vec3.cross([], qvec, a);\n\n var uvx = qy * z - qz * y,\n uvy = qz * x - qx * z,\n uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);\n\n var uuvx = qy * uvz - qz * uvy,\n uuvy = qz * uvx - qx * uvz,\n uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);\n\n var w2 = qw * 2;\n uvx *= w2;\n uvy *= w2;\n uvz *= w2; // vec3.scale(uuv, uuv, 2);\n\n uuvx *= 2;\n uuvy *= 2;\n uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));\n\n out[0] = x + uvx + uuvx;\n out[1] = y + uvy + uuvy;\n out[2] = z + uvz + uuvz;\n return out;\n}\n/**\n * Rotate a 3D vector around the x-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\n\nexport function rotateX(out, a, b, rad) {\n var p = [],\n r = []; //Translate point to the origin\n\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2]; //perform rotation\n\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //translate to correct position\n\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Rotate a 3D vector around the y-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\n\nexport function rotateY(out, a, b, rad) {\n var p = [],\n r = []; //Translate point to the origin\n\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2]; //perform rotation\n\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //translate to correct position\n\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Rotate a 3D vector around the z-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\n\nexport function rotateZ(out, a, b, rad) {\n var p = [],\n r = []; //Translate point to the origin\n\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2]; //perform rotation\n\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2]; //translate to correct position\n\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Get the angle between two 3D vectors\n * @param {ReadonlyVec3} a The first operand\n * @param {ReadonlyVec3} b The second operand\n * @returns {Number} The angle in radians\n */\n\nexport function angle(a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2],\n bx = b[0],\n by = b[1],\n bz = b[2],\n mag1 = Math.sqrt(ax * ax + ay * ay + az * az),\n mag2 = Math.sqrt(bx * bx + by * by + bz * bz),\n mag = mag1 * mag2,\n cosine = mag && dot(a, b) / mag;\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n/**\n * Set the components of a vec3 to zero\n *\n * @param {vec3} out the receiving vector\n * @returns {vec3} out\n */\n\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n return out;\n}\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec3} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\n\nexport function str(a) {\n return \"vec3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \")\";\n}\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));\n}\n/**\n * Alias for {@link vec3.subtract}\n * @function\n */\n\nexport var sub = subtract;\n/**\n * Alias for {@link vec3.multiply}\n * @function\n */\n\nexport var mul = multiply;\n/**\n * Alias for {@link vec3.divide}\n * @function\n */\n\nexport var div = divide;\n/**\n * Alias for {@link vec3.distance}\n * @function\n */\n\nexport var dist = distance;\n/**\n * Alias for {@link vec3.squaredDistance}\n * @function\n */\n\nexport var sqrDist = squaredDistance;\n/**\n * Alias for {@link vec3.length}\n * @function\n */\n\nexport var len = length;\n/**\n * Alias for {@link vec3.squaredLength}\n * @function\n */\n\nexport var sqrLen = squaredLength;\n/**\n * Perform some operation over an array of vec3s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\n\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n\n if (!stride) {\n stride = 3;\n }\n\n if (!offset) {\n offset = 0;\n }\n\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n vec[2] = a[i + 2];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n }\n\n return a;\n };\n}();","import * as glMatrix from \"./common.js\";\n/**\n * 2 Dimensional Vector\n * @module vec2\n */\n\n/**\n * Creates a new, empty vec2\n *\n * @returns {vec2} a new 2D vector\n */\n\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(2);\n\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n }\n\n return out;\n}\n/**\n * Creates a new vec2 initialized with values from an existing vector\n *\n * @param {ReadonlyVec2} a vector to clone\n * @returns {vec2} a new 2D vector\n */\n\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(2);\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n/**\n * Creates a new vec2 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} a new 2D vector\n */\n\nexport function fromValues(x, y) {\n var out = new glMatrix.ARRAY_TYPE(2);\n out[0] = x;\n out[1] = y;\n return out;\n}\n/**\n * Copy the values from one vec2 to another\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the source vector\n * @returns {vec2} out\n */\n\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n/**\n * Set the components of a vec2 to the given values\n *\n * @param {vec2} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} out\n */\n\nexport function set(out, x, y) {\n out[0] = x;\n out[1] = y;\n return out;\n}\n/**\n * Adds two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\n\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n return out;\n}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\n\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n return out;\n}\n/**\n * Multiplies two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\n\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n return out;\n}\n/**\n * Divides two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\n\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n return out;\n}\n/**\n * Math.ceil the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to ceil\n * @returns {vec2} out\n */\n\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n return out;\n}\n/**\n * Math.floor the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to floor\n * @returns {vec2} out\n */\n\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n return out;\n}\n/**\n * Returns the minimum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\n\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n return out;\n}\n/**\n * Returns the maximum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\n\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n return out;\n}\n/**\n * Math.round the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to round\n * @returns {vec2} out\n */\n\nexport function round(out, a) {\n out[0] = Math.round(a[0]);\n out[1] = Math.round(a[1]);\n return out;\n}\n/**\n * Scales a vec2 by a scalar number\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec2} out\n */\n\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n return out;\n}\n/**\n * Adds two vec2's after scaling the second operand by a scalar value\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec2} out\n */\n\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n return out;\n}\n/**\n * Calculates the euclidian distance between two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} distance between a and b\n */\n\nexport function distance(a, b) {\n var x = b[0] - a[0],\n y = b[1] - a[1];\n return Math.hypot(x, y);\n}\n/**\n * Calculates the squared euclidian distance between two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} squared distance between a and b\n */\n\nexport function squaredDistance(a, b) {\n var x = b[0] - a[0],\n y = b[1] - a[1];\n return x * x + y * y;\n}\n/**\n * Calculates the length of a vec2\n *\n * @param {ReadonlyVec2} a vector to calculate length of\n * @returns {Number} length of a\n */\n\nexport function length(a) {\n var x = a[0],\n y = a[1];\n return Math.hypot(x, y);\n}\n/**\n * Calculates the squared length of a vec2\n *\n * @param {ReadonlyVec2} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\n\nexport function squaredLength(a) {\n var x = a[0],\n y = a[1];\n return x * x + y * y;\n}\n/**\n * Negates the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to negate\n * @returns {vec2} out\n */\n\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n return out;\n}\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to invert\n * @returns {vec2} out\n */\n\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n return out;\n}\n/**\n * Normalize a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to normalize\n * @returns {vec2} out\n */\n\nexport function normalize(out, a) {\n var x = a[0],\n y = a[1];\n var len = x * x + y * y;\n\n if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n return out;\n}\n/**\n * Calculates the dot product of two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} dot product of a and b\n */\n\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1];\n}\n/**\n * Computes the cross product of two vec2's\n * Note that the cross product must by definition produce a 3D vector\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec3} out\n */\n\nexport function cross(out, a, b) {\n var z = a[0] * b[1] - a[1] * b[0];\n out[0] = out[1] = 0;\n out[2] = z;\n return out;\n}\n/**\n * Performs a linear interpolation between two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec2} out\n */\n\nexport function lerp(out, a, b, t) {\n var ax = a[0],\n ay = a[1];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n return out;\n}\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec2} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned\n * @returns {vec2} out\n */\n\nexport function random(out, scale) {\n scale = scale || 1.0;\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n out[0] = Math.cos(r) * scale;\n out[1] = Math.sin(r) * scale;\n return out;\n}\n/**\n * Transforms the vec2 with a mat2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2} m matrix to transform with\n * @returns {vec2} out\n */\n\nexport function transformMat2(out, a, m) {\n var x = a[0],\n y = a[1];\n out[0] = m[0] * x + m[2] * y;\n out[1] = m[1] * x + m[3] * y;\n return out;\n}\n/**\n * Transforms the vec2 with a mat2d\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2d} m matrix to transform with\n * @returns {vec2} out\n */\n\nexport function transformMat2d(out, a, m) {\n var x = a[0],\n y = a[1];\n out[0] = m[0] * x + m[2] * y + m[4];\n out[1] = m[1] * x + m[3] * y + m[5];\n return out;\n}\n/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat3} m matrix to transform with\n * @returns {vec2} out\n */\n\nexport function transformMat3(out, a, m) {\n var x = a[0],\n y = a[1];\n out[0] = m[0] * x + m[3] * y + m[6];\n out[1] = m[1] * x + m[4] * y + m[7];\n return out;\n}\n/**\n * Transforms the vec2 with a mat4\n * 3rd vector component is implicitly '0'\n * 4th vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec2} out\n */\n\nexport function transformMat4(out, a, m) {\n var x = a[0];\n var y = a[1];\n out[0] = m[0] * x + m[4] * y + m[12];\n out[1] = m[1] * x + m[5] * y + m[13];\n return out;\n}\n/**\n * Rotate a 2D vector\n * @param {vec2} out The receiving vec2\n * @param {ReadonlyVec2} a The vec2 point to rotate\n * @param {ReadonlyVec2} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec2} out\n */\n\nexport function rotate(out, a, b, rad) {\n //Translate point to the origin\n var p0 = a[0] - b[0],\n p1 = a[1] - b[1],\n sinC = Math.sin(rad),\n cosC = Math.cos(rad); //perform rotation and translate to correct position\n\n out[0] = p0 * cosC - p1 * sinC + b[0];\n out[1] = p0 * sinC + p1 * cosC + b[1];\n return out;\n}\n/**\n * Get the angle between two 2D vectors\n * @param {ReadonlyVec2} a The first operand\n * @param {ReadonlyVec2} b The second operand\n * @returns {Number} The angle in radians\n */\n\nexport function angle(a, b) {\n var x1 = a[0],\n y1 = a[1],\n x2 = b[0],\n y2 = b[1],\n // mag is the product of the magnitudes of a and b\n mag = Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2),\n // mag &&.. short circuits if mag == 0\n cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1\n\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n/**\n * Set the components of a vec2 to zero\n *\n * @param {vec2} out the receiving vector\n * @returns {vec2} out\n */\n\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n return out;\n}\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec2} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\n\nexport function str(a) {\n return \"vec2(\" + a[0] + \", \" + a[1] + \")\";\n}\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1];\n}\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\n\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1];\n var b0 = b[0],\n b1 = b[1];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));\n}\n/**\n * Alias for {@link vec2.length}\n * @function\n */\n\nexport var len = length;\n/**\n * Alias for {@link vec2.subtract}\n * @function\n */\n\nexport var sub = subtract;\n/**\n * Alias for {@link vec2.multiply}\n * @function\n */\n\nexport var mul = multiply;\n/**\n * Alias for {@link vec2.divide}\n * @function\n */\n\nexport var div = divide;\n/**\n * Alias for {@link vec2.distance}\n * @function\n */\n\nexport var dist = distance;\n/**\n * Alias for {@link vec2.squaredDistance}\n * @function\n */\n\nexport var sqrDist = squaredDistance;\n/**\n * Alias for {@link vec2.squaredLength}\n * @function\n */\n\nexport var sqrLen = squaredLength;\n/**\n * Perform some operation over an array of vec2s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\n\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n\n if (!stride) {\n stride = 2;\n }\n\n if (!offset) {\n offset = 0;\n }\n\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n }\n\n return a;\n };\n}();","/**\n * @description 扩展方法,提供 gl-matrix 为提供的方法\n * */\nimport { mat3, vec2 } from 'gl-matrix';\nexport function leftTranslate(out, a, v) {\n var transMat = [0, 0, 0, 0, 0, 0, 0, 0, 0];\n mat3.fromTranslation(transMat, v);\n return mat3.multiply(out, transMat, a);\n}\nexport function leftRotate(out, a, rad) {\n var rotateMat = [0, 0, 0, 0, 0, 0, 0, 0, 0];\n mat3.fromRotation(rotateMat, rad);\n return mat3.multiply(out, rotateMat, a);\n}\nexport function leftScale(out, a, v) {\n var scaleMat = [0, 0, 0, 0, 0, 0, 0, 0, 0];\n mat3.fromScaling(scaleMat, v);\n return mat3.multiply(out, scaleMat, a);\n}\nfunction leftMultiply(out, a, a1) {\n return mat3.multiply(out, a1, a);\n}\n/**\n * 根据 actions 来做 transform\n * @param m\n * @param actions\n */\nexport function transform(m, actions) {\n var matrix = m ? [].concat(m) : [1, 0, 0, 0, 1, 0, 0, 0, 1];\n for (var i = 0, len = actions.length; i < len; i++) {\n var action = actions[i];\n switch (action[0]) {\n case 't':\n leftTranslate(matrix, matrix, [action[1], action[2]]);\n break;\n case 's':\n leftScale(matrix, matrix, [action[1], action[2]]);\n break;\n case 'r':\n leftRotate(matrix, matrix, action[1]);\n break;\n case 'm':\n leftMultiply(matrix, matrix, action[1]);\n break;\n default:\n break;\n }\n }\n return matrix;\n}\n/**\n * 向量 v1 到 向量 v2 夹角的方向\n * @param {Array} v1 向量\n * @param {Array} v2 向量\n * @return {Boolean} >= 0 顺时针 < 0 逆时针\n */\nexport function direction(v1, v2) {\n return v1[0] * v2[1] - v2[0] * v1[1];\n}\n/**\n * 二维向量 v1 到 v2 的夹角\n * @param v1\n * @param v2\n * @param direct\n */\nexport function angleTo(v1, v2, direct) {\n var ang = vec2.angle(v1, v2);\n var angleLargeThanPI = direction(v1, v2) >= 0;\n if (direct) {\n if (angleLargeThanPI) {\n return Math.PI * 2 - ang;\n }\n return ang;\n }\n if (angleLargeThanPI) {\n return ang;\n }\n return Math.PI * 2 - ang;\n}\n/**\n * 计算二维向量的垂直向量\n * @param out\n * @param v\n * @param flag\n */\nexport function vertical(out, v, flag) {\n if (flag) {\n out[0] = v[1];\n out[1] = -1 * v[0];\n }\n else {\n out[0] = -1 * v[1];\n out[1] = v[0];\n }\n return out;\n}\n//# sourceMappingURL=ext.js.map","/**\n * @fileoverview 矩阵运算,本来是要引入 gl-matrix, 但是考虑到 g-mobile 对大小有限制,同时 g-webgl 使用的 matrix 不一致\n * 所以,这里仅实现 2D 几个运算,上层自己引入 gl-matrix\n * @author dxq613@gmail.com\n */\n/**\n * 3阶矩阵相乘\n * @param {number[]} a 矩阵1\n * @param {number[]} b 矩阵2\n */\nexport function multiplyMatrix(a, b) {\n var out = [];\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a10 = a[3];\n var a11 = a[4];\n var a12 = a[5];\n var a20 = a[6];\n var a21 = a[7];\n var a22 = a[8];\n var b00 = b[0];\n var b01 = b[1];\n var b02 = b[2];\n var b10 = b[3];\n var b11 = b[4];\n var b12 = b[5];\n var b20 = b[6];\n var b21 = b[7];\n var b22 = b[8];\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n/**\n * 3阶矩阵同2阶向量相乘\n * @param {number[]} m 矩阵\n * @param {number[]} v 二阶向量\n */\nexport function multiplyVec2(m, v) {\n var out = [];\n var x = v[0];\n var y = v[1];\n out[0] = m[0] * x + m[3] * y + m[6];\n out[1] = m[1] * x + m[4] * y + m[7];\n return out;\n}\n/**\n * 矩阵的逆\n * @param {number[]} a 矩阵\n */\nexport function invert(a) {\n var out = [];\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a10 = a[3];\n var a11 = a[4];\n var a12 = a[5];\n var a20 = a[6];\n var a21 = a[7];\n var a22 = a[8];\n var b01 = a22 * a11 - a12 * a21;\n var b11 = -a22 * a10 + a12 * a20;\n var b21 = a21 * a10 - a11 * a20;\n // Calculate the determinant\n var det = a00 * b01 + a01 * b11 + a02 * b21;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n//# sourceMappingURL=matrix.js.map","import { __extends } from \"tslib\";\nimport { each, isEqual, isFunction, isNumber, isObject, isArray, noop, mix, upperFirst, uniqueId } from '@antv/util';\nimport { ext } from '@antv/matrix-util';\nimport { removeFromArray, isParent } from '../util/util';\nimport { multiplyMatrix, multiplyVec2, invert } from '../util/matrix';\nimport Base from './base';\nvar transform = ext.transform;\nvar MATRIX = 'matrix';\nvar CLONE_CFGS = ['zIndex', 'capture', 'visible', 'type'];\n// 可以在 toAttrs 中设置,但不属于绘图属性的字段\nvar RESERVED_PORPS = ['repeat'];\nvar DELEGATION_SPLIT = ':';\nvar WILDCARD = '*';\n// 需要考虑数组嵌套数组的场景\n// 数组嵌套对象的场景不考虑\nfunction _cloneArrayAttr(arr) {\n var result = [];\n for (var i = 0; i < arr.length; i++) {\n if (isArray(arr[i])) {\n result.push([].concat(arr[i]));\n }\n else {\n result.push(arr[i]);\n }\n }\n return result;\n}\nfunction getFormatFromAttrs(toAttrs, shape) {\n var fromAttrs = {};\n var attrs = shape.attrs;\n for (var k in toAttrs) {\n fromAttrs[k] = attrs[k];\n }\n return fromAttrs;\n}\nfunction getFormatToAttrs(props, shape) {\n var toAttrs = {};\n var attrs = shape.attr();\n each(props, function (v, k) {\n if (RESERVED_PORPS.indexOf(k) === -1 && !isEqual(attrs[k], v)) {\n toAttrs[k] = v;\n }\n });\n return toAttrs;\n}\nfunction checkExistedAttrs(animations, animation) {\n if (animation.onFrame) {\n return animations;\n }\n var startTime = animation.startTime, delay = animation.delay, duration = animation.duration;\n var hasOwnProperty = Object.prototype.hasOwnProperty;\n each(animations, function (item) {\n // 后一个动画开始执行的时间 < 前一个动画的结束时间 && 后一个动画的执行时间 > 前一个动画的延迟\n if (startTime + delay < item.startTime + item.delay + item.duration && duration > item.delay) {\n each(animation.toAttrs, function (v, k) {\n if (hasOwnProperty.call(item.toAttrs, k)) {\n delete item.toAttrs[k];\n delete item.fromAttrs[k];\n }\n });\n }\n });\n return animations;\n}\nvar Element = /** @class */ (function (_super) {\n __extends(Element, _super);\n function Element(cfg) {\n var _this = _super.call(this, cfg) || this;\n /**\n * @protected\n * 图形属性\n * @type {ShapeAttrs}\n */\n _this.attrs = {};\n var attrs = _this.getDefaultAttrs();\n mix(attrs, cfg.attrs);\n _this.attrs = attrs;\n _this.initAttrs(attrs);\n _this.initAnimate(); // 初始化动画\n return _this;\n }\n // override\n Element.prototype.getDefaultCfg = function () {\n return {\n visible: true,\n capture: true,\n zIndex: 0,\n };\n };\n /**\n * @protected\n * 获取默认的属相\n */\n Element.prototype.getDefaultAttrs = function () {\n return {\n matrix: this.getDefaultMatrix(),\n opacity: 1,\n };\n };\n /**\n * @protected\n * 一些方法调用会引起画布变化\n * @param {ChangeType} changeType 改变的类型\n */\n Element.prototype.onCanvasChange = function (changeType) { };\n /**\n * @protected\n * 初始化属性,有些属性需要加工\n * @param {object} attrs 属性值\n */\n Element.prototype.initAttrs = function (attrs) { };\n /**\n * @protected\n * 初始化动画\n */\n Element.prototype.initAnimate = function () {\n this.set('animable', true);\n this.set('animating', false);\n };\n Element.prototype.isGroup = function () {\n return false;\n };\n Element.prototype.getParent = function () {\n return this.get('parent');\n };\n Element.prototype.getCanvas = function () {\n return this.get('canvas');\n };\n Element.prototype.attr = function () {\n var _a;\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var name = args[0], value = args[1];\n if (!name)\n return this.attrs;\n if (isObject(name)) {\n for (var k in name) {\n this.setAttr(k, name[k]);\n }\n this.afterAttrsChange(name);\n return this;\n }\n if (args.length === 2) {\n this.setAttr(name, value);\n this.afterAttrsChange((_a = {},\n _a[name] = value,\n _a));\n return this;\n }\n return this.attrs[name];\n };\n // 是否被裁剪,被裁剪则不显示,不参与拾取\n Element.prototype.isClipped = function (refX, refY) {\n var clip = this.getClip();\n return clip && !clip.isHit(refX, refY);\n };\n /**\n * 内部设置属性值的接口\n * @param {string} name 属性名\n * @param {any} value 属性值\n */\n Element.prototype.setAttr = function (name, value) {\n var originValue = this.attrs[name];\n if (originValue !== value) {\n this.attrs[name] = value;\n this.onAttrChange(name, value, originValue);\n }\n };\n /**\n * @protected\n * 属性值发生改变\n * @param {string} name 属性名\n * @param {any} value 属性值\n * @param {any} originValue 属性值\n */\n Element.prototype.onAttrChange = function (name, value, originValue) {\n if (name === 'matrix') {\n this.set('totalMatrix', null);\n }\n };\n /**\n * 属性更改后需要做的事情\n * @protected\n */\n Element.prototype.afterAttrsChange = function (targetAttrs) {\n if (this.cfg.isClipShape) {\n var applyTo = this.cfg.applyTo;\n if (applyTo) {\n applyTo.onCanvasChange('clip');\n }\n }\n else {\n this.onCanvasChange('attr');\n }\n };\n Element.prototype.show = function () {\n // 不是高频操作直接使用 set\n this.set('visible', true);\n this.onCanvasChange('show');\n return this;\n };\n Element.prototype.hide = function () {\n // 不是高频操作直接使用 set\n this.set('visible', false);\n this.onCanvasChange('hide');\n return this;\n };\n Element.prototype.setZIndex = function (zIndex) {\n this.set('zIndex', zIndex);\n var parent = this.getParent();\n if (parent) {\n // 改变 zIndex 不应该立即触发渲染 (调用 onCanvasChange('zIndex')),需要经过 sort 再触发\n parent.sort();\n }\n return this;\n };\n Element.prototype.toFront = function () {\n var parent = this.getParent();\n if (!parent) {\n return;\n }\n var children = parent.getChildren();\n var el = this.get('el');\n var index = children.indexOf(this);\n children.splice(index, 1);\n children.push(this);\n this.onCanvasChange('zIndex');\n };\n Element.prototype.toBack = function () {\n var parent = this.getParent();\n if (!parent) {\n return;\n }\n var children = parent.getChildren();\n var el = this.get('el');\n var index = children.indexOf(this);\n children.splice(index, 1);\n children.unshift(this);\n this.onCanvasChange('zIndex');\n };\n Element.prototype.remove = function (destroy) {\n if (destroy === void 0) { destroy = true; }\n var parent = this.getParent();\n if (parent) {\n removeFromArray(parent.getChildren(), this);\n if (!parent.get('clearing')) {\n // 如果父元素正在清理,当前元素不触发 remove\n this.onCanvasChange('remove');\n }\n }\n else {\n this.onCanvasChange('remove');\n }\n if (destroy) {\n this.destroy();\n }\n };\n Element.prototype.resetMatrix = function () {\n this.attr(MATRIX, this.getDefaultMatrix());\n this.onCanvasChange('matrix');\n };\n Element.prototype.getMatrix = function () {\n return this.attr(MATRIX);\n };\n Element.prototype.setMatrix = function (m) {\n this.attr(MATRIX, m);\n this.onCanvasChange('matrix');\n };\n // 获取总的 matrix\n Element.prototype.getTotalMatrix = function () {\n var totalMatrix = this.cfg.totalMatrix;\n if (!totalMatrix) {\n var currentMatrix = this.attr('matrix');\n var parentMatrix = this.cfg.parentMatrix;\n if (parentMatrix && currentMatrix) {\n totalMatrix = multiplyMatrix(parentMatrix, currentMatrix);\n }\n else {\n totalMatrix = currentMatrix || parentMatrix;\n }\n this.set('totalMatrix', totalMatrix);\n }\n return totalMatrix;\n };\n // 上层分组设置 matrix\n Element.prototype.applyMatrix = function (matrix) {\n var currentMatrix = this.attr('matrix');\n var totalMatrix = null;\n if (matrix && currentMatrix) {\n totalMatrix = multiplyMatrix(matrix, currentMatrix);\n }\n else {\n totalMatrix = currentMatrix || matrix;\n }\n this.set('totalMatrix', totalMatrix);\n this.set('parentMatrix', matrix);\n };\n /**\n * @protected\n * 获取默认的矩阵\n * @returns {number[]|null} 默认的矩阵\n */\n Element.prototype.getDefaultMatrix = function () {\n return null;\n };\n // 将向量应用设置的矩阵\n Element.prototype.applyToMatrix = function (v) {\n var matrix = this.attr('matrix');\n if (matrix) {\n return multiplyVec2(matrix, v);\n }\n return v;\n };\n // 根据设置的矩阵,将向量转换相对于图形/分组的位置\n Element.prototype.invertFromMatrix = function (v) {\n var matrix = this.attr('matrix');\n if (matrix) {\n var invertMatrix = invert(matrix);\n if (invertMatrix) {\n return multiplyVec2(invertMatrix, v);\n }\n }\n return v;\n };\n // 设置 clip\n Element.prototype.setClip = function (clipCfg) {\n var canvas = this.getCanvas();\n // 应该只设置当前元素的 clip,不应该去修改 clip 本身,方便 clip 被复用\n // TODO: setClip 的传参既 shape 配置,也支持 shape 对象\n // const preShape = this.get('clipShape');\n // if (preShape) {\n // // 将之前的 clipShape 销毁\n // preShape.destroy();\n // }\n var clipShape = null;\n // 如果配置项为 null,则不移除 clipShape\n if (clipCfg) {\n var ShapeBase = this.getShapeBase();\n var shapeType = upperFirst(clipCfg.type);\n var Cons = ShapeBase[shapeType];\n if (Cons) {\n clipShape = new Cons({\n type: clipCfg.type,\n isClipShape: true,\n applyTo: this,\n attrs: clipCfg.attrs,\n canvas: canvas,\n });\n }\n }\n this.set('clipShape', clipShape);\n this.onCanvasChange('clip');\n return clipShape;\n };\n Element.prototype.getClip = function () {\n // 高频率调用的地方直接使用 this.cfg.xxx\n var clipShape = this.cfg.clipShape;\n // 未设置时返回 Null,保证一致性\n if (!clipShape) {\n return null;\n }\n return clipShape;\n };\n Element.prototype.clone = function () {\n var _this = this;\n var originAttrs = this.attrs;\n var attrs = {};\n each(originAttrs, function (i, k) {\n if (isArray(originAttrs[k])) {\n attrs[k] = _cloneArrayAttr(originAttrs[k]);\n }\n else {\n attrs[k] = originAttrs[k];\n }\n });\n var cons = this.constructor;\n // @ts-ignore\n var clone = new cons({ attrs: attrs });\n each(CLONE_CFGS, function (cfgName) {\n clone.set(cfgName, _this.get(cfgName));\n });\n return clone;\n };\n Element.prototype.destroy = function () {\n var destroyed = this.destroyed;\n if (destroyed) {\n return;\n }\n this.attrs = {};\n _super.prototype.destroy.call(this);\n // this.onCanvasChange('destroy');\n };\n /**\n * 是否处于动画暂停状态\n * @return {boolean} 是否处于动画暂停状态\n */\n Element.prototype.isAnimatePaused = function () {\n return this.get('_pause').isPaused;\n };\n /**\n * 执行动画,支持多种函数签名\n * 1. animate(toAttrs: ElementAttrs, duration: number, easing?: string, callback?: () => void, delay?: number)\n * 2. animate(onFrame: OnFrame, duration: number, easing?: string, callback?: () => void, delay?: number)\n * 3. animate(toAttrs: ElementAttrs, cfg: AnimateCfg)\n * 4. animate(onFrame: OnFrame, cfg: AnimateCfg)\n * 各个参数的含义为:\n * toAttrs 动画最终状态\n * onFrame 自定义帧动画函数\n * duration 动画执行时间\n * easing 动画缓动效果\n * callback 动画执行后的回调\n * delay 动画延迟时间\n */\n Element.prototype.animate = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n if (!this.get('timeline') && !this.get('canvas')) {\n return;\n }\n this.set('animating', true);\n var timeline = this.get('timeline');\n if (!timeline) {\n timeline = this.get('canvas').get('timeline');\n this.set('timeline', timeline);\n }\n var animations = this.get('animations') || [];\n // 初始化 tick\n if (!timeline.timer) {\n timeline.initTimer();\n }\n var toAttrs = args[0], duration = args[1], _a = args[2], easing = _a === void 0 ? 'easeLinear' : _a, _b = args[3], callback = _b === void 0 ? noop : _b, _c = args[4], delay = _c === void 0 ? 0 : _c;\n var onFrame;\n var repeat;\n var pauseCallback;\n var resumeCallback;\n var animateCfg;\n // 第二个参数,既可以是动画最终状态 toAttrs,也可以是自定义帧动画函数 onFrame\n if (isFunction(toAttrs)) {\n onFrame = toAttrs;\n toAttrs = {};\n }\n else if (isObject(toAttrs) && toAttrs.onFrame) {\n // 兼容 3.0 中的写法,onFrame 和 repeat 可在 toAttrs 中设置\n onFrame = toAttrs.onFrame;\n repeat = toAttrs.repeat;\n }\n // 第二个参数,既可以是执行时间 duration,也可以是动画参数 animateCfg\n if (isObject(duration)) {\n animateCfg = duration;\n duration = animateCfg.duration;\n easing = animateCfg.easing || 'easeLinear';\n delay = animateCfg.delay || 0;\n // animateCfg 中的设置优先级更高\n repeat = animateCfg.repeat || repeat || false;\n callback = animateCfg.callback || noop;\n pauseCallback = animateCfg.pauseCallback || noop;\n resumeCallback = animateCfg.resumeCallback || noop;\n }\n else {\n // 第四个参数,既可以是回调函数 callback,也可以是延迟时间 delay\n if (isNumber(callback)) {\n delay = callback;\n callback = null;\n }\n // 第三个参数,既可以是缓动参数 easing,也可以是回调函数 callback\n if (isFunction(easing)) {\n callback = easing;\n easing = 'easeLinear';\n }\n else {\n easing = easing || 'easeLinear';\n }\n }\n var formatToAttrs = getFormatToAttrs(toAttrs, this);\n var animation = {\n fromAttrs: getFormatFromAttrs(formatToAttrs, this),\n toAttrs: formatToAttrs,\n duration: duration,\n easing: easing,\n repeat: repeat,\n callback: callback,\n pauseCallback: pauseCallback,\n resumeCallback: resumeCallback,\n delay: delay,\n startTime: timeline.getTime(),\n id: uniqueId(),\n onFrame: onFrame,\n pathFormatted: false,\n };\n // 如果动画元素队列中已经有这个图形了\n if (animations.length > 0) {\n // 先检查是否需要合并属性。若有相同的动画,将该属性从前一个动画中删除,直接用后一个动画中\n animations = checkExistedAttrs(animations, animation);\n }\n else {\n // 否则将图形添加到动画元素队列\n timeline.addAnimator(this);\n }\n animations.push(animation);\n this.set('animations', animations);\n this.set('_pause', { isPaused: false });\n };\n /**\n * 停止动画\n * @param {boolean} toEnd 是否到动画的最终状态\n */\n Element.prototype.stopAnimate = function (toEnd) {\n var _this = this;\n if (toEnd === void 0) { toEnd = true; }\n var animations = this.get('animations');\n each(animations, function (animation) {\n // 将动画执行到最后一帧\n if (toEnd) {\n if (animation.onFrame) {\n _this.attr(animation.onFrame(1));\n }\n else {\n _this.attr(animation.toAttrs);\n }\n }\n if (animation.callback) {\n // 动画停止时的回调\n animation.callback();\n }\n });\n this.set('animating', false);\n this.set('animations', []);\n };\n /**\n * 暂停动画\n */\n Element.prototype.pauseAnimate = function () {\n var timeline = this.get('timeline');\n var animations = this.get('animations');\n var pauseTime = timeline.getTime();\n each(animations, function (animation) {\n animation._paused = true;\n animation._pauseTime = pauseTime;\n if (animation.pauseCallback) {\n // 动画暂停时的回调\n animation.pauseCallback();\n }\n });\n // 记录下是在什么时候暂停的\n this.set('_pause', {\n isPaused: true,\n pauseTime: pauseTime,\n });\n return this;\n };\n /**\n * 恢复动画\n */\n Element.prototype.resumeAnimate = function () {\n var timeline = this.get('timeline');\n var current = timeline.getTime();\n var animations = this.get('animations');\n var pauseTime = this.get('_pause').pauseTime;\n // 之后更新属性需要计算动画已经执行的时长,如果暂停了,就把初始时间调后\n each(animations, function (animation) {\n animation.startTime = animation.startTime + (current - pauseTime);\n animation._paused = false;\n animation._pauseTime = null;\n if (animation.resumeCallback) {\n animation.resumeCallback();\n }\n });\n this.set('_pause', {\n isPaused: false,\n });\n this.set('animations', animations);\n return this;\n };\n /**\n * 触发委托事件\n * @param {string} type 事件类型\n * @param {GraphEvent} eventObj 事件对象\n */\n Element.prototype.emitDelegation = function (type, eventObj) {\n var _this = this;\n var paths = eventObj.propagationPath;\n var events = this.getEvents();\n var relativeShape;\n if (type === 'mouseenter') {\n relativeShape = eventObj.fromShape;\n }\n else if (type === 'mouseleave') {\n relativeShape = eventObj.toShape;\n }\n var _loop_1 = function (i) {\n var element = paths[i];\n // 暂定跟 name 绑定\n var name_1 = element.get('name');\n if (name_1) {\n // 第一个 mouseenter 和 mouseleave 的停止即可,因为后面的都是前面的 Parent\n if (\n // 只有 element 是 Group 或者 Canvas 的时候,才需要判断 isParent\n (element.isGroup() || (element.isCanvas && element.isCanvas())) &&\n relativeShape &&\n isParent(element, relativeShape)) {\n return \"break\";\n }\n if (isArray(name_1)) {\n each(name_1, function (subName) {\n _this.emitDelegateEvent(element, subName, eventObj);\n });\n }\n else {\n this_1.emitDelegateEvent(element, name_1, eventObj);\n }\n }\n };\n var this_1 = this;\n // 至少有一个对象,且第一个对象为 shape\n for (var i = 0; i < paths.length; i++) {\n var state_1 = _loop_1(i);\n if (state_1 === \"break\")\n break;\n }\n };\n Element.prototype.emitDelegateEvent = function (element, name, eventObj) {\n var events = this.getEvents();\n // 事件委托的形式 name:type\n var eventName = name + DELEGATION_SPLIT + eventObj.type;\n if (events[eventName] || events[WILDCARD]) {\n // 对于通配符 *,事件名称 = 委托事件名称\n eventObj.name = eventName;\n eventObj.currentTarget = element;\n eventObj.delegateTarget = this;\n // 将委托事件的监听对象 delegateObject 挂载到事件对象上\n eventObj.delegateObject = element.get('delegateObject');\n this.emit(eventName, eventObj);\n }\n };\n /**\n * 移动元素\n * @param {number} translateX 水平移动距离\n * @param {number} translateY 垂直移动距离\n * @return {IElement} 元素\n */\n Element.prototype.translate = function (translateX, translateY) {\n if (translateX === void 0) { translateX = 0; }\n if (translateY === void 0) { translateY = 0; }\n var matrix = this.getMatrix();\n var newMatrix = transform(matrix, [['t', translateX, translateY]]);\n this.setMatrix(newMatrix);\n return this;\n };\n /**\n * 移动元素到目标位置\n * @param {number} targetX 目标位置的水平坐标\n * @param {number} targetX 目标位置的垂直坐标\n * @return {IElement} 元素\n */\n Element.prototype.move = function (targetX, targetY) {\n var x = this.attr('x') || 0;\n var y = this.attr('y') || 0;\n this.translate(targetX - x, targetY - y);\n return this;\n };\n /**\n * 移动元素到目标位置,等价于 move 方法。由于 moveTo 的语义性更强,因此在文档中推荐使用 moveTo 方法\n * @param {number} targetX 目标位置的 x 轴坐标\n * @param {number} targetY 目标位置的 y 轴坐标\n * @return {IElement} 元素\n */\n Element.prototype.moveTo = function (targetX, targetY) {\n return this.move(targetX, targetY);\n };\n /**\n * 缩放元素\n * @param {number} ratioX 水平缩放比例\n * @param {number} ratioY 垂直缩放比例\n * @return {IElement} 元素\n */\n Element.prototype.scale = function (ratioX, ratioY) {\n var matrix = this.getMatrix();\n var newMatrix = transform(matrix, [['s', ratioX, ratioY || ratioX]]);\n this.setMatrix(newMatrix);\n return this;\n };\n /**\n * 以画布左上角 (0, 0) 为中心旋转元素\n * @param {number} radian 旋转角度(弧度值)\n * @return {IElement} 元素\n */\n Element.prototype.rotate = function (radian) {\n var matrix = this.getMatrix();\n var newMatrix = transform(matrix, [['r', radian]]);\n this.setMatrix(newMatrix);\n return this;\n };\n /**\n * 以起始点为中心旋转元素\n * @param {number} radian 旋转角度(弧度值)\n * @return {IElement} 元素\n */\n Element.prototype.rotateAtStart = function (rotate) {\n var _a = this.attr(), x = _a.x, y = _a.y;\n var matrix = this.getMatrix();\n var newMatrix = transform(matrix, [\n ['t', -x, -y],\n ['r', rotate],\n ['t', x, y],\n ]);\n this.setMatrix(newMatrix);\n return this;\n };\n /**\n * 以任意点 (x, y) 为中心旋转元素\n * @param {number} radian 旋转角度(弧度值)\n * @return {IElement} 元素\n */\n Element.prototype.rotateAtPoint = function (x, y, rotate) {\n var matrix = this.getMatrix();\n var newMatrix = transform(matrix, [\n ['t', -x, -y],\n ['r', rotate],\n ['t', x, y],\n ]);\n this.setMatrix(newMatrix);\n return this;\n };\n return Element;\n}(Base));\nexport default Element;\n//# sourceMappingURL=element.js.map","import { __extends } from \"tslib\";\nimport Element from './element';\nimport { isFunction, isObject, each, removeFromArray, upperFirst, isAllowCapture } from '../util/util';\nvar SHAPE_MAP = {};\nvar INDEX = '_INDEX';\n/**\n * 设置 canvas\n * @param {IElement} element 元素\n * @param {ICanvas} canvas 画布\n */\nfunction setCanvas(element, canvas) {\n element.set('canvas', canvas);\n if (element.isGroup()) {\n var children = element.get('children');\n if (children.length) {\n children.forEach(function (child) {\n setCanvas(child, canvas);\n });\n }\n }\n}\n/**\n * 设置 timeline\n * @param {IElement} element 元素\n * @param {Timeline} timeline 时间轴\n */\nfunction setTimeline(element, timeline) {\n element.set('timeline', timeline);\n if (element.isGroup()) {\n var children = element.get('children');\n if (children.length) {\n children.forEach(function (child) {\n setTimeline(child, timeline);\n });\n }\n }\n}\nfunction contains(container, element) {\n var children = container.getChildren();\n return children.indexOf(element) >= 0;\n}\nfunction removeChild(container, element, destroy) {\n if (destroy === void 0) { destroy = true; }\n // 不再调用 element.remove() 方法,会出现循环调用\n if (destroy) {\n element.destroy();\n }\n else {\n element.set('parent', null);\n element.set('canvas', null);\n }\n removeFromArray(container.getChildren(), element);\n}\nfunction getComparer(compare) {\n return function (left, right) {\n var result = compare(left, right);\n return result === 0 ? left[INDEX] - right[INDEX] : result;\n };\n}\nvar Container = /** @class */ (function (_super) {\n __extends(Container, _super);\n function Container() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n Container.prototype.isCanvas = function () {\n return false;\n };\n // 根据子节点确定 BBox\n Container.prototype.getBBox = function () {\n // 所有的值可能在画布的可视区外\n var minX = Infinity;\n var maxX = -Infinity;\n var minY = Infinity;\n var maxY = -Infinity;\n // 将可见元素、图形以及不为空的图形分组筛选出来,用于包围盒合并\n var children = this.getChildren().filter(function (child) {\n return child.get('visible') && (!child.isGroup() || (child.isGroup() && child.getChildren().length > 0));\n });\n if (children.length > 0) {\n each(children, function (child) {\n var _a = child.getBBox(), childMinX = _a.minX, childMaxX = _a.maxX, childMinY = _a.minY, childMaxY = _a.maxY;\n if (childMinX < minX) {\n minX = childMinX;\n }\n if (childMaxX > maxX) {\n maxX = childMaxX;\n }\n if (childMinY < minY) {\n minY = childMinY;\n }\n if (childMaxY > maxY) {\n maxY = childMaxY;\n }\n });\n }\n else {\n minX = 0;\n maxX = 0;\n minY = 0;\n maxY = 0;\n }\n var box = {\n x: minX,\n y: minY,\n minX: minX,\n minY: minY,\n maxX: maxX,\n maxY: maxY,\n width: maxX - minX,\n height: maxY - minY,\n };\n return box;\n };\n // 获取画布的包围盒\n Container.prototype.getCanvasBBox = function () {\n var minX = Infinity;\n var maxX = -Infinity;\n var minY = Infinity;\n var maxY = -Infinity;\n // 将可见元素、图形以及不为空的图形分组筛选出来,用于包围盒合并\n var children = this.getChildren().filter(function (child) {\n return child.get('visible') && (!child.isGroup() || (child.isGroup() && child.getChildren().length > 0));\n });\n if (children.length > 0) {\n each(children, function (child) {\n var _a = child.getCanvasBBox(), childMinX = _a.minX, childMaxX = _a.maxX, childMinY = _a.minY, childMaxY = _a.maxY;\n if (childMinX < minX) {\n minX = childMinX;\n }\n if (childMaxX > maxX) {\n maxX = childMaxX;\n }\n if (childMinY < minY) {\n minY = childMinY;\n }\n if (childMaxY > maxY) {\n maxY = childMaxY;\n }\n });\n }\n else {\n minX = 0;\n maxX = 0;\n minY = 0;\n maxY = 0;\n }\n var box = {\n x: minX,\n y: minY,\n minX: minX,\n minY: minY,\n maxX: maxX,\n maxY: maxY,\n width: maxX - minX,\n height: maxY - minY,\n };\n return box;\n };\n Container.prototype.getDefaultCfg = function () {\n var cfg = _super.prototype.getDefaultCfg.call(this);\n cfg['children'] = [];\n return cfg;\n };\n Container.prototype.onAttrChange = function (name, value, originValue) {\n _super.prototype.onAttrChange.call(this, name, value, originValue);\n if (name === 'matrix') {\n var totalMatrix = this.getTotalMatrix();\n this._applyChildrenMarix(totalMatrix);\n }\n };\n // 不但应用到自己身上还要应用于子元素\n Container.prototype.applyMatrix = function (matrix) {\n var preTotalMatrix = this.getTotalMatrix();\n _super.prototype.applyMatrix.call(this, matrix);\n var totalMatrix = this.getTotalMatrix();\n // totalMatrix 没有发生变化时,这里仅考虑两者都为 null 时\n // 不继续向下传递矩阵\n if (totalMatrix === preTotalMatrix) {\n return;\n }\n this._applyChildrenMarix(totalMatrix);\n };\n // 在子元素上设置矩阵\n Container.prototype._applyChildrenMarix = function (totalMatrix) {\n var children = this.getChildren();\n each(children, function (child) {\n child.applyMatrix(totalMatrix);\n });\n };\n // 兼容老版本的接口\n Container.prototype.addShape = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var type = args[0];\n var cfg = args[1];\n if (isObject(type)) {\n cfg = type;\n }\n else {\n cfg['type'] = type;\n }\n var shapeType = SHAPE_MAP[cfg.type];\n if (!shapeType) {\n shapeType = upperFirst(cfg.type);\n SHAPE_MAP[cfg.type] = shapeType;\n }\n var ShapeBase = this.getShapeBase();\n var shape = new ShapeBase[shapeType](cfg);\n this.add(shape);\n return shape;\n };\n Container.prototype.addGroup = function () {\n var args = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n args[_i] = arguments[_i];\n }\n var groupClass = args[0], cfg = args[1];\n var group;\n if (isFunction(groupClass)) {\n if (cfg) {\n group = new groupClass(cfg);\n }\n else {\n group = new groupClass({\n // canvas,\n parent: this,\n });\n }\n }\n else {\n var tmpCfg = groupClass || {};\n var TmpGroupClass = this.getGroupBase();\n group = new TmpGroupClass(tmpCfg);\n }\n this.add(group);\n return group;\n };\n Container.prototype.getCanvas = function () {\n var canvas;\n if (this.isCanvas()) {\n canvas = this;\n }\n else {\n canvas = this.get('canvas');\n }\n return canvas;\n };\n Container.prototype.getShape = function (x, y, ev) {\n // 如果不支持拾取,则直接返回\n if (!isAllowCapture(this)) {\n return null;\n }\n var children = this.getChildren();\n var shape;\n // 如果容器是 group\n if (!this.isCanvas()) {\n var v = [x, y, 1];\n // 将 x, y 转换成对应于 group 的局部坐标\n v = this.invertFromMatrix(v);\n if (!this.isClipped(v[0], v[1])) {\n shape = this._findShape(children, v[0], v[1], ev);\n }\n }\n else {\n shape = this._findShape(children, x, y, ev);\n }\n return shape;\n };\n Container.prototype._findShape = function (children, x, y, ev) {\n var shape = null;\n for (var i = children.length - 1; i >= 0; i--) {\n var child = children[i];\n if (isAllowCapture(child)) {\n if (child.isGroup()) {\n shape = child.getShape(x, y, ev);\n }\n else if (child.isHit(x, y)) {\n shape = child;\n }\n }\n if (shape) {\n break;\n }\n }\n return shape;\n };\n Container.prototype.add = function (element) {\n var canvas = this.getCanvas();\n var children = this.getChildren();\n var timeline = this.get('timeline');\n var preParent = element.getParent();\n if (preParent) {\n removeChild(preParent, element, false);\n }\n element.set('parent', this);\n if (canvas) {\n setCanvas(element, canvas);\n }\n if (timeline) {\n setTimeline(element, timeline);\n }\n children.push(element);\n element.onCanvasChange('add');\n this._applyElementMatrix(element);\n };\n // 将当前容器的矩阵应用到子元素\n Container.prototype._applyElementMatrix = function (element) {\n var totalMatrix = this.getTotalMatrix();\n // 添加图形或者分组时,需要把当前图元的矩阵设置进去\n if (totalMatrix) {\n element.applyMatrix(totalMatrix);\n }\n };\n Container.prototype.getChildren = function () {\n return this.get('children');\n };\n Container.prototype.sort = function () {\n var children = this.getChildren();\n // 稳定排序\n each(children, function (child, index) {\n child[INDEX] = index;\n return child;\n });\n children.sort(getComparer(function (obj1, obj2) {\n return obj1.get('zIndex') - obj2.get('zIndex');\n }));\n this.onCanvasChange('sort');\n };\n Container.prototype.clear = function () {\n this.set('clearing', true);\n if (this.destroyed) {\n return;\n }\n var children = this.getChildren();\n for (var i = children.length - 1; i >= 0; i--) {\n children[i].destroy(); // 销毁子元素\n }\n this.set('children', []);\n this.onCanvasChange('clear');\n this.set('clearing', false);\n };\n Container.prototype.destroy = function () {\n if (this.get('destroyed')) {\n return;\n }\n this.clear();\n _super.prototype.destroy.call(this);\n };\n /**\n * 获取第一个子元素\n * @return {IElement} 第一个元素\n */\n Container.prototype.getFirst = function () {\n return this.getChildByIndex(0);\n };\n /**\n * 获取最后一个子元素\n * @return {IElement} 元素\n */\n Container.prototype.getLast = function () {\n var children = this.getChildren();\n return this.getChildByIndex(children.length - 1);\n };\n /**\n * 根据索引获取子元素\n * @return {IElement} 第一个元素\n */\n Container.prototype.getChildByIndex = function (index) {\n var children = this.getChildren();\n return children[index];\n };\n /**\n * 子元素的数量\n * @return {number} 子元素数量\n */\n Container.prototype.getCount = function () {\n var children = this.getChildren();\n return children.length;\n };\n /**\n * 是否包含对应元素\n * @param {IElement} element 元素\n * @return {boolean}\n */\n Container.prototype.contain = function (element) {\n var children = this.getChildren();\n return children.indexOf(element) > -1;\n };\n /**\n * 移除对应子元素\n * @param {IElement} element 子元素\n * @param {boolean} destroy 是否销毁子元素,默认为 true\n */\n Container.prototype.removeChild = function (element, destroy) {\n if (destroy === void 0) { destroy = true; }\n if (this.contain(element)) {\n element.remove(destroy);\n }\n };\n /**\n * 查找所有匹配的元素\n * @param {ElementFilterFn} fn 匹配函数\n * @return {IElement[]} 元素数组\n */\n Container.prototype.findAll = function (fn) {\n var rst = [];\n var children = this.getChildren();\n each(children, function (element) {\n if (fn(element)) {\n rst.push(element);\n }\n if (element.isGroup()) {\n rst = rst.concat(element.findAll(fn));\n }\n });\n return rst;\n };\n /**\n * 查找元素,找到第一个返回\n * @param {ElementFilterFn} fn 匹配函数\n * @return {IElement|null} 元素,可以为空\n */\n Container.prototype.find = function (fn) {\n var rst = null;\n var children = this.getChildren();\n each(children, function (element) {\n if (fn(element)) {\n rst = element;\n }\n else if (element.isGroup()) {\n rst = element.find(fn);\n }\n if (rst) {\n return false;\n }\n });\n return rst;\n };\n /**\n * 根据 ID 查找元素\n * @param {string} id 元素 id\n * @return {IElement|null} 元素\n */\n Container.prototype.findById = function (id) {\n return this.find(function (element) {\n return element.get('id') === id;\n });\n };\n /**\n * 该方法即将废弃,不建议使用\n * 根据 className 查找元素\n * TODO: 该方式定义暂时只给 G6 3.3 以后的版本使用,待 G6 中的 findByClassName 方法移除后,G 也需要同步移除\n * @param {string} className 元素 className\n * @return {IElement | null} 元素\n */\n Container.prototype.findByClassName = function (className) {\n return this.find(function (element) {\n return element.get('className') === className;\n });\n };\n /**\n * 根据 name 查找元素列表\n * @param {string} name 元素名称\n * @return {IElement[]} 元素\n */\n Container.prototype.findAllByName = function (name) {\n return this.findAll(function (element) {\n return element.get('name') === name;\n });\n };\n return Container;\n}(Element));\nexport default Container;\n//# sourceMappingURL=container.js.map","var frame = 0, // is an animation frame pending?\n timeout = 0, // is a timeout pending?\n interval = 0, // are any timers active?\n pokeDelay = 1000, // how frequently we check for clock skew\n taskHead,\n taskTail,\n clockLast = 0,\n clockNow = 0,\n clockSkew = 0,\n clock = typeof performance === \"object\" && performance.now ? performance : Date,\n setFrame = typeof window === \"object\" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };\n\nexport function now() {\n return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);\n}\n\nfunction clearNow() {\n clockNow = 0;\n}\n\nexport function Timer() {\n this._call =\n this._time =\n this._next = null;\n}\n\nTimer.prototype = timer.prototype = {\n constructor: Timer,\n restart: function(callback, delay, time) {\n if (typeof callback !== \"function\") throw new TypeError(\"callback is not a function\");\n time = (time == null ? now() : +time) + (delay == null ? 0 : +delay);\n if (!this._next && taskTail !== this) {\n if (taskTail) taskTail._next = this;\n else taskHead = this;\n taskTail = this;\n }\n this._call = callback;\n this._time = time;\n sleep();\n },\n stop: function() {\n if (this._call) {\n this._call = null;\n this._time = Infinity;\n sleep();\n }\n }\n};\n\nexport function timer(callback, delay, time) {\n var t = new Timer;\n t.restart(callback, delay, time);\n return t;\n}\n\nexport function timerFlush() {\n now(); // Get the current time, if not already set.\n ++frame; // Pretend we’ve set an alarm, if we haven’t already.\n var t = taskHead, e;\n while (t) {\n if ((e = clockNow - t._time) >= 0) t._call.call(null, e);\n t = t._next;\n }\n --frame;\n}\n\nfunction wake() {\n clockNow = (clockLast = clock.now()) + clockSkew;\n frame = timeout = 0;\n try {\n timerFlush();\n } finally {\n frame = 0;\n nap();\n clockNow = 0;\n }\n}\n\nfunction poke() {\n var now = clock.now(), delay = now - clockLast;\n if (delay > pokeDelay) clockSkew -= delay, clockLast = now;\n}\n\nfunction nap() {\n var t0, t1 = taskHead, t2, time = Infinity;\n while (t1) {\n if (t1._call) {\n if (time > t1._time) time = t1._time;\n t0 = t1, t1 = t1._next;\n } else {\n t2 = t1._next, t1._next = null;\n t1 = t0 ? t0._next = t2 : taskHead = t2;\n }\n }\n taskTail = t0;\n sleep(time);\n}\n\nfunction sleep(time) {\n if (frame) return; // Soonest alarm already set, or will be.\n if (timeout) timeout = clearTimeout(timeout);\n var delay = time - clockNow; // Strictly less than if we recomputed clockNow.\n if (delay > 24) {\n if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew);\n if (interval) interval = clearInterval(interval);\n } else {\n if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay);\n frame = 1, setFrame(wake);\n }\n}\n","export function linear(t) {\n return +t;\n}\n","export function quadIn(t) {\n return t * t;\n}\n\nexport function quadOut(t) {\n return t * (2 - t);\n}\n\nexport function quadInOut(t) {\n return ((t *= 2) <= 1 ? t * t : --t * (2 - t) + 1) / 2;\n}\n","export function cubicIn(t) {\n return t * t * t;\n}\n\nexport function cubicOut(t) {\n return --t * t * t + 1;\n}\n\nexport function cubicInOut(t) {\n return ((t *= 2) <= 1 ? t * t * t : (t -= 2) * t * t + 2) / 2;\n}\n","var exponent = 3;\n\nexport var polyIn = (function custom(e) {\n e = +e;\n\n function polyIn(t) {\n return Math.pow(t, e);\n }\n\n polyIn.exponent = custom;\n\n return polyIn;\n})(exponent);\n\nexport var polyOut = (function custom(e) {\n e = +e;\n\n function polyOut(t) {\n return 1 - Math.pow(1 - t, e);\n }\n\n polyOut.exponent = custom;\n\n return polyOut;\n})(exponent);\n\nexport var polyInOut = (function custom(e) {\n e = +e;\n\n function polyInOut(t) {\n return ((t *= 2) <= 1 ? Math.pow(t, e) : 2 - Math.pow(2 - t, e)) / 2;\n }\n\n polyInOut.exponent = custom;\n\n return polyInOut;\n})(exponent);\n","var pi = Math.PI,\n halfPi = pi / 2;\n\nexport function sinIn(t) {\n return (+t === 1) ? 1 : 1 - Math.cos(t * halfPi);\n}\n\nexport function sinOut(t) {\n return Math.sin(t * halfPi);\n}\n\nexport function sinInOut(t) {\n return (1 - Math.cos(pi * t)) / 2;\n}\n","// tpmt is two power minus ten times t scaled to [0,1]\nexport function tpmt(x) {\n return (Math.pow(2, -10 * x) - 0.0009765625) * 1.0009775171065494;\n}\n","import {tpmt} from \"./math.js\";\n\nexport function expIn(t) {\n return tpmt(1 - +t);\n}\n\nexport function expOut(t) {\n return 1 - tpmt(t);\n}\n\nexport function expInOut(t) {\n return ((t *= 2) <= 1 ? tpmt(1 - t) : 2 - tpmt(t - 1)) / 2;\n}\n","export function circleIn(t) {\n return 1 - Math.sqrt(1 - t * t);\n}\n\nexport function circleOut(t) {\n return Math.sqrt(1 - --t * t);\n}\n\nexport function circleInOut(t) {\n return ((t *= 2) <= 1 ? 1 - Math.sqrt(1 - t * t) : Math.sqrt(1 - (t -= 2) * t) + 1) / 2;\n}\n","var b1 = 4 / 11,\n b2 = 6 / 11,\n b3 = 8 / 11,\n b4 = 3 / 4,\n b5 = 9 / 11,\n b6 = 10 / 11,\n b7 = 15 / 16,\n b8 = 21 / 22,\n b9 = 63 / 64,\n b0 = 1 / b1 / b1;\n\nexport function bounceIn(t) {\n return 1 - bounceOut(1 - t);\n}\n\nexport function bounceOut(t) {\n return (t = +t) < b1 ? b0 * t * t : t < b3 ? b0 * (t -= b2) * t + b4 : t < b6 ? b0 * (t -= b5) * t + b7 : b0 * (t -= b8) * t + b9;\n}\n\nexport function bounceInOut(t) {\n return ((t *= 2) <= 1 ? 1 - bounceOut(1 - t) : bounceOut(t - 1) + 1) / 2;\n}\n","var overshoot = 1.70158;\n\nexport var backIn = (function custom(s) {\n s = +s;\n\n function backIn(t) {\n return (t = +t) * t * (s * (t - 1) + t);\n }\n\n backIn.overshoot = custom;\n\n return backIn;\n})(overshoot);\n\nexport var backOut = (function custom(s) {\n s = +s;\n\n function backOut(t) {\n return --t * t * ((t + 1) * s + t) + 1;\n }\n\n backOut.overshoot = custom;\n\n return backOut;\n})(overshoot);\n\nexport var backInOut = (function custom(s) {\n s = +s;\n\n function backInOut(t) {\n return ((t *= 2) < 1 ? t * t * ((s + 1) * t - s) : (t -= 2) * t * ((s + 1) * t + s) + 2) / 2;\n }\n\n backInOut.overshoot = custom;\n\n return backInOut;\n})(overshoot);\n","import {tpmt} from \"./math.js\";\n\nvar tau = 2 * Math.PI,\n amplitude = 1,\n period = 0.3;\n\nexport var elasticIn = (function custom(a, p) {\n var s = Math.asin(1 / (a = Math.max(1, a))) * (p /= tau);\n\n function elasticIn(t) {\n return a * tpmt(-(--t)) * Math.sin((s - t) / p);\n }\n\n elasticIn.amplitude = function(a) { return custom(a, p * tau); };\n elasticIn.period = function(p) { return custom(a, p); };\n\n return elasticIn;\n})(amplitude, period);\n\nexport var elasticOut = (function custom(a, p) {\n var s = Math.asin(1 / (a = Math.max(1, a))) * (p /= tau);\n\n function elasticOut(t) {\n return 1 - a * tpmt(t = +t) * Math.sin((t + s) / p);\n }\n\n elasticOut.amplitude = function(a) { return custom(a, p * tau); };\n elasticOut.period = function(p) { return custom(a, p); };\n\n return elasticOut;\n})(amplitude, period);\n\nexport var elasticInOut = (function custom(a, p) {\n var s = Math.asin(1 / (a = Math.max(1, a))) * (p /= tau);\n\n function elasticInOut(t) {\n return ((t = t * 2 - 1) < 0\n ? a * tpmt(-t) * Math.sin((s - t) / p)\n : 2 - a * tpmt(t) * Math.sin((s + t) / p)) / 2;\n }\n\n elasticInOut.amplitude = function(a) { return custom(a, p * tau); };\n elasticInOut.period = function(p) { return custom(a, p); };\n\n return elasticInOut;\n})(amplitude, period);\n","import * as d3Ease from 'd3-ease';\nvar EASING_MAP = {};\n/**\n * 根据名称获取对应的动画缓动函数\n * @param type 动画缓动函数名称\n */\nexport function getEasing(type) {\n // 默认从 d3-ease 中获取\n return EASING_MAP[type.toLowerCase()] || d3Ease[type];\n}\n/**\n * 注册动画缓动函数\n * @param type 动画缓动函数名称\n * @param easeFn 动画缓动函数\n */\nexport function registerEasing(type, easeFn) {\n EASING_MAP[type.toLowerCase()] = easeFn;\n}\n//# sourceMappingURL=register.js.map","export var isColorProp = function (prop) { return ['fill', 'stroke', 'fillStyle', 'strokeStyle'].includes(prop); };\nexport var isGradientColor = function (val) { return /^[r,R,L,l]{1}[\\s]*\\(/.test(val); };\n//# sourceMappingURL=color.js.map","import { isEqual, isNumber, isFunction } from '@antv/util';\nimport * as d3Timer from 'd3-timer';\nimport { interpolate, interpolateArray } from 'd3-interpolate'; // 目前整体动画只需要数值和数组的差值计算\nimport { getEasing } from './register';\nimport * as PathUtil from '../util/path';\nimport { isColorProp, isGradientColor } from '../util/color';\nvar IDENTITY_MATRIX = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n/**\n * 使用 ratio 进行插值计算来更新属性\n * @param {IElement} shape 元素\n * @param {Animation} animation 动画\n * @param {number} ratio 比例\n * @return {boolean} 动画是否执行完成\n */\nfunction _update(shape, animation, ratio) {\n var cProps = {}; // 此刻属性\n var fromAttrs = animation.fromAttrs, toAttrs = animation.toAttrs;\n if (shape.destroyed) {\n return;\n }\n var interf; // 差值函数\n for (var k in toAttrs) {\n if (!isEqual(fromAttrs[k], toAttrs[k])) {\n if (k === 'path') {\n var toPath = toAttrs[k];\n var fromPath = fromAttrs[k];\n if (toPath.length > fromPath.length) {\n toPath = PathUtil.parsePathString(toAttrs[k]); // 终点状态\n fromPath = PathUtil.parsePathString(fromAttrs[k]); // 起始状态\n fromPath = PathUtil.fillPathByDiff(fromPath, toPath);\n fromPath = PathUtil.formatPath(fromPath, toPath);\n animation.fromAttrs.path = fromPath;\n animation.toAttrs.path = toPath;\n }\n else if (!animation.pathFormatted) {\n toPath = PathUtil.parsePathString(toAttrs[k]);\n fromPath = PathUtil.parsePathString(fromAttrs[k]);\n fromPath = PathUtil.formatPath(fromPath, toPath);\n animation.fromAttrs.path = fromPath;\n animation.toAttrs.path = toPath;\n animation.pathFormatted = true;\n }\n cProps[k] = [];\n for (var i = 0; i < toPath.length; i++) {\n var toPathPoint = toPath[i];\n var fromPathPoint = fromPath[i];\n var cPathPoint = [];\n for (var j = 0; j < toPathPoint.length; j++) {\n if (isNumber(toPathPoint[j]) && fromPathPoint && isNumber(fromPathPoint[j])) {\n interf = interpolate(fromPathPoint[j], toPathPoint[j]);\n cPathPoint.push(interf(ratio));\n }\n else {\n cPathPoint.push(toPathPoint[j]);\n }\n }\n cProps[k].push(cPathPoint);\n }\n }\n else if (k === 'matrix') {\n /*\n 对矩阵进行插值时,需要保证矩阵不为空,为空则使用单位矩阵\n TODO: 二维和三维场景下单位矩阵不同,之后 WebGL 版需要做进一步处理\n */\n var matrixFn = interpolateArray(fromAttrs[k] || IDENTITY_MATRIX, toAttrs[k] || IDENTITY_MATRIX);\n var currentMatrix = matrixFn(ratio);\n cProps[k] = currentMatrix;\n }\n else if (isColorProp(k) && isGradientColor(toAttrs[k])) {\n cProps[k] = toAttrs[k];\n }\n else if (!isFunction(toAttrs[k])) {\n // 非函数类型的值才能做插值\n interf = interpolate(fromAttrs[k], toAttrs[k]);\n cProps[k] = interf(ratio);\n }\n }\n }\n shape.attr(cProps);\n}\n/**\n * 根据自定义帧动画函数 onFrame 来更新属性\n * @param {IElement} shape 元素\n * @param {Animation} animation 动画\n * @param {number} elapsed 动画执行时间(毫秒)\n * @return {boolean} 动画是否执行完成\n */\nfunction update(shape, animation, elapsed) {\n var startTime = animation.startTime, delay = animation.delay;\n // 如果还没有开始执行或暂停,先不更新\n if (elapsed < startTime + delay || animation._paused) {\n return false;\n }\n var ratio;\n var duration = animation.duration;\n var easing = animation.easing;\n var easeFn = getEasing(easing);\n // 已执行时间\n elapsed = elapsed - startTime - animation.delay;\n if (animation.repeat) {\n // 如果动画重复执行,则 elapsed > duration,计算 ratio 时需取模\n ratio = (elapsed % duration) / duration;\n ratio = easeFn(ratio);\n }\n else {\n ratio = elapsed / duration;\n if (ratio < 1) {\n // 动画未执行完\n ratio = easeFn(ratio);\n }\n else {\n // 动画已执行完\n if (animation.onFrame) {\n shape.attr(animation.onFrame(1));\n }\n else {\n shape.attr(animation.toAttrs);\n }\n return true;\n }\n }\n if (animation.onFrame) {\n var attrs = animation.onFrame(ratio);\n shape.attr(attrs);\n }\n else {\n _update(shape, animation, ratio);\n }\n return false;\n}\nvar Timeline = /** @class */ (function () {\n /**\n * 时间轴构造函数,依赖于画布\n * @param {}\n */\n function Timeline(canvas) {\n /**\n * 执行动画的元素列表\n * @type {IElement[]}\n */\n this.animators = [];\n /**\n * 当前时间\n * @type {number}\n */\n this.current = 0;\n /**\n * 定时器\n * @type {d3Timer.Timer}\n */\n this.timer = null;\n this.canvas = canvas;\n }\n /**\n * 初始化定时器\n */\n Timeline.prototype.initTimer = function () {\n var _this = this;\n var isFinished = false;\n var shape;\n var animations;\n var animation;\n this.timer = d3Timer.timer(function (elapsed) {\n _this.current = elapsed;\n if (_this.animators.length > 0) {\n for (var i = _this.animators.length - 1; i >= 0; i--) {\n shape = _this.animators[i];\n if (shape.destroyed) {\n // 如果已经被销毁,直接移出队列\n _this.removeAnimator(i);\n continue;\n }\n if (!shape.isAnimatePaused()) {\n animations = shape.get('animations');\n for (var j = animations.length - 1; j >= 0; j--) {\n animation = animations[j];\n isFinished = update(shape, animation, elapsed);\n if (isFinished) {\n animations.splice(j, 1);\n isFinished = false;\n if (animation.callback) {\n animation.callback();\n }\n }\n }\n }\n if (animations.length === 0) {\n _this.removeAnimator(i);\n }\n }\n var autoDraw = _this.canvas.get('autoDraw');\n // 非自动渲染模式下,手动调用 canvas.draw() 重新渲染\n if (!autoDraw) {\n _this.canvas.draw();\n }\n }\n });\n };\n /**\n * 增加动画元素\n */\n Timeline.prototype.addAnimator = function (shape) {\n this.animators.push(shape);\n };\n /**\n * 移除动画元素\n */\n Timeline.prototype.removeAnimator = function (index) {\n this.animators.splice(index, 1);\n };\n /**\n * 是否有动画在执行\n */\n Timeline.prototype.isAnimating = function () {\n return !!this.animators.length;\n };\n /**\n * 停止定时器\n */\n Timeline.prototype.stop = function () {\n if (this.timer) {\n this.timer.stop();\n }\n };\n /**\n * 停止时间轴上所有元素的动画,并置空动画元素列表\n * @param {boolean} toEnd 是否到动画的最终状态,用来透传给动画元素的 stopAnimate 方法\n */\n Timeline.prototype.stopAllAnimations = function (toEnd) {\n if (toEnd === void 0) { toEnd = true; }\n this.animators.forEach(function (animator) {\n animator.stopAnimate(toEnd);\n });\n this.animators = [];\n this.canvas.draw();\n };\n /**\n * 获取当前时间\n */\n Timeline.prototype.getTime = function () {\n return this.current;\n };\n return Timeline;\n}());\nexport default Timeline;\n//# sourceMappingURL=timeline.js.map","/**\n * @fileoverview 事件处理器\n * @author dxq613@gmail.com\n */\nimport GraphEvent from './graph-event';\nimport { each, isParent } from '../util/util';\nvar CLICK_OFFSET = 40;\nvar LEFT_BTN_CODE = 0;\nvar DELEGATION_SPLIT = ':';\nvar EVENTS = [\n 'mousedown',\n 'mouseup',\n 'dblclick',\n 'mouseout',\n 'mouseover',\n 'mousemove',\n 'mouseleave',\n 'mouseenter',\n 'touchstart',\n 'touchmove',\n 'touchend',\n 'dragenter',\n 'dragover',\n 'dragleave',\n 'drop',\n 'contextmenu',\n 'mousewheel',\n];\n// 是否有委托事件监听\nfunction hasDelegation(events, type) {\n for (var key in events) {\n if (events.hasOwnProperty(key) && key.indexOf(DELEGATION_SPLIT + type) >= 0) {\n return true;\n }\n }\n return false;\n}\n// 触发目标事件,目标只能是 shape 或 canvas\nfunction emitTargetEvent(target, type, eventObj) {\n eventObj.name = type;\n eventObj.target = target;\n eventObj.currentTarget = target;\n eventObj.delegateTarget = target;\n target.emit(type, eventObj);\n}\n// 事件冒泡, enter 和 leave 需要对 fromShape 和 toShape 进行判同\nfunction bubbleEvent(container, type, eventObj) {\n if (eventObj.bubbles) {\n var relativeShape = void 0;\n var isOverEvent = false;\n if (type === 'mouseenter') {\n relativeShape = eventObj.fromShape;\n isOverEvent = true;\n }\n else if (type === 'mouseleave') {\n isOverEvent = true;\n relativeShape = eventObj.toShape;\n }\n // canvas 上的 mouseenter, mouseleave 事件,仅当进入或者移出 canvas 时触发\n if (container.isCanvas() && isOverEvent) {\n return;\n }\n // 如果相关图形同当前图形在同一个容器内,不触发事件\n if (relativeShape && isParent(container, relativeShape)) {\n // 阻止继续向上冒泡\n eventObj.bubbles = false;\n return;\n }\n // 事件名称可能在委托过程中被修改,因此事件冒泡时需要重新设置事件名称\n eventObj.name = type;\n eventObj.currentTarget = container;\n eventObj.delegateTarget = container;\n container.emit(type, eventObj);\n }\n}\nvar EventController = /** @class */ (function () {\n function EventController(cfg) {\n var _this = this;\n // 正在被拖拽的图形\n this.draggingShape = null;\n this.dragging = false;\n // 当前鼠标/touch所在位置的图形\n this.currentShape = null;\n this.mousedownShape = null;\n this.mousedownPoint = null;\n // 统一处理所有的回调\n this._eventCallback = function (ev) {\n var type = ev.type;\n _this._triggerEvent(type, ev);\n };\n // 在 document 处理拖拽到画布外的事件,处理从图形上移除画布未被捕捉的问题\n this._onDocumentMove = function (ev) {\n var canvas = _this.canvas;\n var el = canvas.get('el');\n if (el !== ev.target) {\n // 不在 canvas 上移动\n if (_this.dragging || _this.currentShape) {\n var pointInfo = _this._getPointInfo(ev);\n // 还在拖拽过程中\n if (_this.dragging) {\n _this._emitEvent('drag', ev, pointInfo, _this.draggingShape);\n }\n // 说明从某个图形直接移动到了画布外面,\n // 修复了 mouseleave 的 bug 后不再出现这种情况\n // if (this.currentShape) {\n // this._emitEvent('mouseleave', ev, pointInfo, this.currentShape, this.currentShape, null);\n // this.currentShape = null;\n // }\n }\n }\n };\n // 在 document 上处理拖拽到外面,释放鼠标时触发 dragend\n this._onDocumentMouseUp = function (ev) {\n var canvas = _this.canvas;\n var el = canvas.get('el');\n if (el !== ev.target) {\n // 不在 canvas 上移动\n if (_this.dragging) {\n var pointInfo = _this._getPointInfo(ev);\n if (_this.draggingShape) {\n // 如果存在拖拽的图形,则也触发 drop 事件\n _this._emitEvent('drop', ev, pointInfo, null);\n }\n _this._emitEvent('dragend', ev, pointInfo, _this.draggingShape);\n _this._afterDrag(_this.draggingShape, pointInfo, ev);\n }\n }\n };\n this.canvas = cfg.canvas;\n }\n EventController.prototype.init = function () {\n this._bindEvents();\n };\n // 注册事件\n EventController.prototype._bindEvents = function () {\n var _this = this;\n var el = this.canvas.get('el');\n each(EVENTS, function (eventName) {\n el.addEventListener(eventName, _this._eventCallback);\n });\n if (document) {\n // 处理移动到外面没有触发 shape mouse leave 的事件\n // 处理拖拽到外部的问题\n document.addEventListener('mousemove', this._onDocumentMove);\n // 处理拖拽过程中在外部释放鼠标的问题\n document.addEventListener('mouseup', this._onDocumentMouseUp);\n }\n };\n // 清理事件\n EventController.prototype._clearEvents = function () {\n var _this = this;\n var el = this.canvas.get('el');\n each(EVENTS, function (eventName) {\n el.removeEventListener(eventName, _this._eventCallback);\n });\n if (document) {\n document.removeEventListener('mousemove', this._onDocumentMove);\n document.removeEventListener('mouseup', this._onDocumentMouseUp);\n }\n };\n EventController.prototype._getEventObj = function (type, event, point, target, fromShape, toShape) {\n var eventObj = new GraphEvent(type, event);\n eventObj.fromShape = fromShape;\n eventObj.toShape = toShape;\n eventObj.x = point.x;\n eventObj.y = point.y;\n eventObj.clientX = point.clientX;\n eventObj.clientY = point.clientY;\n eventObj.propagationPath.push(target);\n // 事件的x,y应该是基于画布左上角的,与canvas的matrix无关\n return eventObj;\n };\n // 根据点获取图形,提取成独立方法,便于后续优化\n EventController.prototype._getShape = function (point, ev) {\n return this.canvas.getShape(point.x, point.y, ev);\n };\n // 获取事件的当前点的信息\n EventController.prototype._getPointInfo = function (ev) {\n var canvas = this.canvas;\n var clientPoint = canvas.getClientByEvent(ev);\n var point = canvas.getPointByEvent(ev);\n return {\n x: point.x,\n y: point.y,\n clientX: clientPoint.x,\n clientY: clientPoint.y,\n };\n };\n // 触发事件\n EventController.prototype._triggerEvent = function (type, ev) {\n var pointInfo = this._getPointInfo(ev);\n // 每次都获取图形有一定成本,后期可以考虑进行缓存策略\n var shape = this._getShape(pointInfo, ev);\n var method = this[\"_on\" + type];\n var leaveCanvas = false;\n if (method) {\n method.call(this, pointInfo, shape, ev);\n }\n else {\n var preShape = this.currentShape;\n // 如果进入、移出画布时存在图形,则要分别触发事件\n if (type === 'mouseenter' || type === 'dragenter' || type === 'mouseover') {\n this._emitEvent(type, ev, pointInfo, null, null, shape); // 先进入画布\n if (shape) {\n this._emitEvent(type, ev, pointInfo, shape, null, shape); // 再触发图形的事件\n }\n if (type === 'mouseenter' && this.draggingShape) {\n // 如果正在拖拽图形, 则触发 dragleave\n this._emitEvent('dragenter', ev, pointInfo, null);\n }\n }\n else if (type === 'mouseleave' || type === 'dragleave' || type === 'mouseout') {\n leaveCanvas = true;\n if (preShape) {\n this._emitEvent(type, ev, pointInfo, preShape, preShape, null); // 先触发图形的事件\n }\n this._emitEvent(type, ev, pointInfo, null, preShape, null); // 再触发离开画布事件\n if (type === 'mouseleave' && this.draggingShape) {\n this._emitEvent('dragleave', ev, pointInfo, null);\n }\n }\n else {\n this._emitEvent(type, ev, pointInfo, shape, null, null); // 一般事件中不需要考虑 from, to\n }\n }\n if (!leaveCanvas) {\n this.currentShape = shape;\n }\n // 当鼠标从画布移动到 shape 或者从 preShape 移动到 shape 时,应用 shape 上的鼠标样式\n if (shape && !shape.get('destroyed')) {\n var canvas = this.canvas;\n var el = canvas.get('el');\n el.style.cursor = shape.attr('cursor') || canvas.get('cursor');\n }\n };\n // 记录下点击的位置、图形,便于拖拽事件、click 事件的判定\n EventController.prototype._onmousedown = function (pointInfo, shape, event) {\n // 只有鼠标左键的 mousedown 事件才会设置 mousedownShape 等属性,避免鼠标右键的 mousedown 事件引起其他事件发生\n if (event.button === LEFT_BTN_CODE) {\n this.mousedownShape = shape;\n this.mousedownPoint = pointInfo;\n this.mousedownTimeStamp = event.timeStamp;\n }\n this._emitEvent('mousedown', event, pointInfo, shape, null, null); // mousedown 不考虑fromShape, toShape\n };\n // mouseleave 和 mouseenter 都是成对存在的\n // mouseenter 和 mouseover 同时触发\n EventController.prototype._emitMouseoverEvents = function (event, pointInfo, fromShape, toShape) {\n var el = this.canvas.get('el');\n if (fromShape !== toShape) {\n if (fromShape) {\n this._emitEvent('mouseout', event, pointInfo, fromShape, fromShape, toShape);\n this._emitEvent('mouseleave', event, pointInfo, fromShape, fromShape, toShape);\n // 当鼠标从 fromShape 移动到画布上时,重置鼠标样式\n if (!toShape || toShape.get('destroyed')) {\n el.style.cursor = this.canvas.get('cursor');\n }\n }\n if (toShape) {\n this._emitEvent('mouseover', event, pointInfo, toShape, fromShape, toShape);\n this._emitEvent('mouseenter', event, pointInfo, toShape, fromShape, toShape);\n }\n }\n };\n // dragover 不等同于 mouseover,而等同于 mousemove\n EventController.prototype._emitDragoverEvents = function (event, pointInfo, fromShape, toShape, isCanvasEmit) {\n if (toShape) {\n if (toShape !== fromShape) {\n if (fromShape) {\n this._emitEvent('dragleave', event, pointInfo, fromShape, fromShape, toShape);\n }\n this._emitEvent('dragenter', event, pointInfo, toShape, fromShape, toShape);\n }\n if (!isCanvasEmit) {\n this._emitEvent('dragover', event, pointInfo, toShape);\n }\n }\n else if (fromShape) {\n // TODO: 此处判断有问题,当 drag 图形时,也会触发一次 dragleave 事件,因为此时 toShape 为 null,这不是所期望的\n // 经过空白区域\n this._emitEvent('dragleave', event, pointInfo, fromShape, fromShape, toShape);\n }\n if (isCanvasEmit) {\n this._emitEvent('dragover', event, pointInfo, toShape);\n }\n };\n // drag 完成后,需要做一些清理工作\n EventController.prototype._afterDrag = function (draggingShape, pointInfo, event) {\n if (draggingShape) {\n draggingShape.set('capture', true); // 恢复可以拾取\n this.draggingShape = null;\n }\n this.dragging = false;\n // drag 完成后,有可能 draggingShape 已经移动到了当前位置,所以不能直接取当前图形\n var shape = this._getShape(pointInfo, event);\n // 拖拽完成后,进行 enter,leave 的判定\n if (shape !== draggingShape) {\n this._emitMouseoverEvents(event, pointInfo, draggingShape, shape);\n }\n this.currentShape = shape; // 更新当前 shape,如果不处理当前图形的 mouseleave 事件可能会出问题\n };\n // 按键抬起时,会终止拖拽、触发点击\n EventController.prototype._onmouseup = function (pointInfo, shape, event) {\n // eevent.button === 0 表示鼠标左键事件,此处加上判断主要是为了避免右键鼠标会触发 mouseup 和 click 事件\n // ref: https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button\n if (event.button === LEFT_BTN_CODE) {\n var draggingShape = this.draggingShape;\n if (this.dragging) {\n // 存在可以拖拽的图形,同时拖拽到其他图形上时触发 drag 事件\n if (draggingShape) {\n this._emitEvent('drop', event, pointInfo, shape);\n }\n this._emitEvent('dragend', event, pointInfo, draggingShape);\n this._afterDrag(draggingShape, pointInfo, event);\n }\n else {\n this._emitEvent('mouseup', event, pointInfo, shape); // 先触发 mouseup 再触发 click\n if (shape === this.mousedownShape) {\n this._emitEvent('click', event, pointInfo, shape);\n }\n this.mousedownShape = null;\n this.mousedownPoint = null;\n }\n }\n };\n // 当触发浏览器的 dragover 事件时,不会再触发 mousemove ,所以这时候的 dragenter, dragleave 事件需要重新处理\n EventController.prototype._ondragover = function (pointInfo, shape, event) {\n event.preventDefault(); // 如果不对 dragover 进行 preventDefault,则不会在 canvas 上触发 drop 事件\n var preShape = this.currentShape;\n this._emitDragoverEvents(event, pointInfo, preShape, shape, true);\n };\n // 大量的图形事件,都通过 mousemove 模拟\n EventController.prototype._onmousemove = function (pointInfo, shape, event) {\n var canvas = this.canvas;\n var preShape = this.currentShape;\n var draggingShape = this.draggingShape;\n // 正在拖拽时\n if (this.dragging) {\n // 正在拖拽中\n if (draggingShape) {\n // 如果拖拽了 shape 会触发 dragenter, dragleave, dragover 和 drag 事件\n this._emitDragoverEvents(event, pointInfo, preShape, shape, false);\n }\n // 如果存在 draggingShape 则会在 draggingShape 上触发 drag 事件,冒泡到 canvas 上\n // 否则在 canvas 上触发 drag 事件\n this._emitEvent('drag', event, pointInfo, draggingShape);\n }\n else {\n var mousedownPoint = this.mousedownPoint;\n if (mousedownPoint) {\n // 当鼠标点击下去,同时移动时,进行 drag 判定\n var mousedownShape = this.mousedownShape;\n var now = event.timeStamp;\n var timeWindow = now - this.mousedownTimeStamp;\n var dx = mousedownPoint.clientX - pointInfo.clientX;\n var dy = mousedownPoint.clientY - pointInfo.clientY;\n var dist = dx * dx + dy * dy;\n if (timeWindow > 120 || dist > CLICK_OFFSET) {\n if (mousedownShape && mousedownShape.get('draggable')) {\n // 设置了 draggable 的 shape 才能触发 drag 相关的事件\n draggingShape = this.mousedownShape; // 拖动鼠标点下时的 shape\n draggingShape.set('capture', false); // 禁止继续拾取,否则无法进行 dragover,dragenter,dragleave,drop的判定\n this.draggingShape = draggingShape;\n this.dragging = true;\n this._emitEvent('dragstart', event, pointInfo, draggingShape);\n // 清理按下鼠标时缓存的值\n this.mousedownShape = null;\n this.mousedownPoint = null;\n }\n else if (!mousedownShape && canvas.get('draggable')) {\n // 设置了 draggable 的 canvas 才能触发 drag 相关的事件\n this.dragging = true;\n this._emitEvent('dragstart', event, pointInfo, null);\n // 清理按下鼠标时缓存的值\n this.mousedownShape = null;\n this.mousedownPoint = null;\n }\n else {\n this._emitMouseoverEvents(event, pointInfo, preShape, shape);\n this._emitEvent('mousemove', event, pointInfo, shape);\n }\n }\n else {\n this._emitMouseoverEvents(event, pointInfo, preShape, shape);\n this._emitEvent('mousemove', event, pointInfo, shape);\n }\n }\n else {\n // 没有按键按下时,则直接触发 mouse over 相关的各种事件\n this._emitMouseoverEvents(event, pointInfo, preShape, shape);\n // 始终触发移动\n this._emitEvent('mousemove', event, pointInfo, shape);\n }\n }\n };\n // 触发事件\n EventController.prototype._emitEvent = function (type, event, pointInfo, shape, fromShape, toShape) {\n var eventObj = this._getEventObj(type, event, pointInfo, shape, fromShape, toShape);\n // 存在 shape 触发,则进行冒泡处理\n if (shape) {\n eventObj.shape = shape;\n // 触发 shape 上的事件\n emitTargetEvent(shape, type, eventObj);\n var parent_1 = shape.getParent();\n // 执行冒泡\n while (parent_1) {\n // 委托事件要先触发\n parent_1.emitDelegation(type, eventObj);\n // 事件冒泡停止,不能妨碍委托事件\n if (!eventObj.propagationStopped) {\n bubbleEvent(parent_1, type, eventObj);\n }\n eventObj.propagationPath.push(parent_1);\n parent_1 = parent_1.getParent();\n }\n }\n else {\n // 如果没有 shape 直接在 canvas 上触发\n var canvas = this.canvas;\n // 直接触发 canvas 上的事件\n emitTargetEvent(canvas, type, eventObj);\n }\n };\n EventController.prototype.destroy = function () {\n // 清理事件\n this._clearEvents();\n // 清理缓存的对象\n this.canvas = null;\n this.currentShape = null;\n this.draggingShape = null;\n this.mousedownPoint = null;\n this.mousedownShape = null;\n this.mousedownTimeStamp = null;\n };\n return EventController;\n}());\nexport default EventController;\n//# sourceMappingURL=event-contoller.js.map","import { __extends } from \"tslib\";\nimport { detect } from 'detect-browser';\nimport Container from './container';\nimport { isBrowser, isNil, isString } from '../util/util';\nimport Timeline from '../animate/timeline';\nimport EventController from '../event/event-contoller';\nvar PX_SUFFIX = 'px';\nvar browser = detect();\nvar isFirefox = browser && browser.name === 'firefox';\nvar Canvas = /** @class */ (function (_super) {\n __extends(Canvas, _super);\n function Canvas(cfg) {\n var _this = _super.call(this, cfg) || this;\n _this.initContainer();\n _this.initDom();\n _this.initEvents();\n _this.initTimeline();\n return _this;\n }\n Canvas.prototype.getDefaultCfg = function () {\n var cfg = _super.prototype.getDefaultCfg.call(this);\n // set default cursor style for canvas\n cfg['cursor'] = 'default';\n // CSS transform 目前尚未经过长时间验证,为了避免影响上层业务,默认关闭,上层按需开启\n cfg['supportCSSTransform'] = false;\n return cfg;\n };\n /**\n * @protected\n * 初始化容器\n */\n Canvas.prototype.initContainer = function () {\n var container = this.get('container');\n if (isString(container)) {\n container = document.getElementById(container);\n this.set('container', container);\n }\n };\n /**\n * @protected\n * 初始化 DOM\n */\n Canvas.prototype.initDom = function () {\n var el = this.createDom();\n this.set('el', el);\n // 附加到容器\n var container = this.get('container');\n container.appendChild(el);\n // 设置初始宽度\n this.setDOMSize(this.get('width'), this.get('height'));\n };\n /**\n * @protected\n * 初始化绑定的事件\n */\n Canvas.prototype.initEvents = function () {\n var eventController = new EventController({\n canvas: this,\n });\n eventController.init();\n this.set('eventController', eventController);\n };\n /**\n * @protected\n * 初始化时间轴\n */\n Canvas.prototype.initTimeline = function () {\n var timeline = new Timeline(this);\n this.set('timeline', timeline);\n };\n /**\n * @protected\n * 修改画布对应的 DOM 的大小\n * @param {number} width 宽度\n * @param {number} height 高度\n */\n Canvas.prototype.setDOMSize = function (width, height) {\n var el = this.get('el');\n if (isBrowser) {\n el.style.width = width + PX_SUFFIX;\n el.style.height = height + PX_SUFFIX;\n }\n };\n // 实现接口\n Canvas.prototype.changeSize = function (width, height) {\n this.setDOMSize(width, height);\n this.set('width', width);\n this.set('height', height);\n this.onCanvasChange('changeSize');\n };\n /**\n * 获取当前的渲染引擎\n * @return {Renderer} 返回当前的渲染引擎\n */\n Canvas.prototype.getRenderer = function () {\n return this.get('renderer');\n };\n /**\n * 获取画布的 cursor 样式\n * @return {Cursor}\n */\n Canvas.prototype.getCursor = function () {\n return this.get('cursor');\n };\n /**\n * 设置画布的 cursor 样式\n * @param {Cursor} cursor cursor 样式\n */\n Canvas.prototype.setCursor = function (cursor) {\n this.set('cursor', cursor);\n var el = this.get('el');\n if (isBrowser && el) {\n // 直接设置样式,不等待鼠标移动时再设置\n el.style.cursor = cursor;\n }\n };\n // 实现接口\n Canvas.prototype.getPointByEvent = function (ev) {\n var supportCSSTransform = this.get('supportCSSTransform');\n if (supportCSSTransform) {\n // For Firefox <= 38\n if (isFirefox && !isNil(ev.layerX) && ev.layerX !== ev.offsetX) {\n return {\n x: ev.layerX,\n y: ev.layerY,\n };\n }\n if (!isNil(ev.offsetX)) {\n // For IE6+, Firefox >= 39, Chrome, Safari, Opera\n return {\n x: ev.offsetX,\n y: ev.offsetY,\n };\n }\n }\n // should calculate by self for other cases, like Safari in ios\n // TODO: support CSS transform\n var _a = this.getClientByEvent(ev), clientX = _a.x, clientY = _a.y;\n return this.getPointByClient(clientX, clientY);\n };\n // 获取 touch 事件的 clientX 和 clientY 需要单独处理\n Canvas.prototype.getClientByEvent = function (ev) {\n var clientInfo = ev;\n if (ev.touches) {\n if (ev.type === 'touchend') {\n clientInfo = ev.changedTouches[0];\n }\n else {\n clientInfo = ev.touches[0];\n }\n }\n return {\n x: clientInfo.clientX,\n y: clientInfo.clientY,\n };\n };\n // 实现接口\n Canvas.prototype.getPointByClient = function (clientX, clientY) {\n var el = this.get('el');\n var bbox = el.getBoundingClientRect();\n return {\n x: clientX - bbox.left,\n y: clientY - bbox.top,\n };\n };\n // 实现接口\n Canvas.prototype.getClientByPoint = function (x, y) {\n var el = this.get('el');\n var bbox = el.getBoundingClientRect();\n return {\n x: x + bbox.left,\n y: y + bbox.top,\n };\n };\n // 实现接口\n Canvas.prototype.draw = function () { };\n /**\n * @protected\n * 销毁 DOM 容器\n */\n Canvas.prototype.removeDom = function () {\n var el = this.get('el');\n el.parentNode.removeChild(el);\n };\n /**\n * @protected\n * 清理所有的事件\n */\n Canvas.prototype.clearEvents = function () {\n var eventController = this.get('eventController');\n eventController.destroy();\n };\n Canvas.prototype.isCanvas = function () {\n return true;\n };\n Canvas.prototype.getParent = function () {\n return null;\n };\n Canvas.prototype.destroy = function () {\n var timeline = this.get('timeline');\n if (this.get('destroyed')) {\n return;\n }\n this.clear();\n // 同初始化时相反顺序调用\n if (timeline) {\n // 画布销毁时自动停止动画\n timeline.stop();\n }\n this.clearEvents();\n this.removeDom();\n _super.prototype.destroy.call(this);\n };\n return Canvas;\n}(Container));\nexport default Canvas;\n//# sourceMappingURL=canvas.js.map","import { __extends } from \"tslib\";\nimport Container from './container';\nvar AbstractGroup = /** @class */ (function (_super) {\n __extends(AbstractGroup, _super);\n function AbstractGroup() {\n return _super !== null && _super.apply(this, arguments) || this;\n }\n AbstractGroup.prototype.isGroup = function () {\n return true;\n };\n AbstractGroup.prototype.isEntityGroup = function () {\n return false;\n };\n AbstractGroup.prototype.clone = function () {\n var clone = _super.prototype.clone.call(this);\n // 获取构造函数\n var children = this.getChildren();\n for (var i = 0; i < children.length; i++) {\n var child = children[i];\n clone.add(child.clone());\n }\n return clone;\n };\n return AbstractGroup;\n}(Container));\nexport default AbstractGroup;\n//# sourceMappingURL=group.js.map","import { __extends } from \"tslib\";\nimport Element from './element';\nimport { multiplyVec2 } from '../util/matrix';\nvar AbstractShape = /** @class */ (function (_super) {\n __extends(AbstractShape, _super);\n function AbstractShape(cfg) {\n return _super.call(this, cfg) || this;\n }\n // 是否在包围盒内\n AbstractShape.prototype._isInBBox = function (refX, refY) {\n var bbox = this.getBBox();\n return bbox.minX <= refX && bbox.maxX >= refX && bbox.minY <= refY && bbox.maxY >= refY;\n };\n /**\n * 属性更改后需要做的事情\n * @protected\n * @param {ShapeAttrs} targetAttrs 渲染的图像属性\n */\n AbstractShape.prototype.afterAttrsChange = function (targetAttrs) {\n _super.prototype.afterAttrsChange.call(this, targetAttrs);\n this.clearCacheBBox();\n };\n // 计算包围盒时,需要缓存,这是一个高频的操作\n AbstractShape.prototype.getBBox = function () {\n var bbox = this.cfg.bbox;\n if (!bbox) {\n bbox = this.calculateBBox();\n this.set('bbox', bbox);\n }\n return bbox;\n };\n // 计算相对于画布的包围盒\n AbstractShape.prototype.getCanvasBBox = function () {\n var canvasBBox = this.cfg.canvasBBox;\n if (!canvasBBox) {\n canvasBBox = this.calculateCanvasBBox();\n this.set('canvasBBox', canvasBBox);\n }\n return canvasBBox;\n };\n AbstractShape.prototype.applyMatrix = function (matrix) {\n _super.prototype.applyMatrix.call(this, matrix);\n // 清理掉缓存的包围盒\n this.set('canvasBBox', null);\n };\n /**\n * 计算相对于画布的包围盒,默认等同于 bbox\n * @return {BBox} 包围盒\n */\n AbstractShape.prototype.calculateCanvasBBox = function () {\n var bbox = this.getBBox();\n var totalMatrix = this.getTotalMatrix();\n var minX = bbox.minX, minY = bbox.minY, maxX = bbox.maxX, maxY = bbox.maxY;\n if (totalMatrix) {\n var topLeft = multiplyVec2(totalMatrix, [bbox.minX, bbox.minY]);\n var topRight = multiplyVec2(totalMatrix, [bbox.maxX, bbox.minY]);\n var bottomLeft = multiplyVec2(totalMatrix, [bbox.minX, bbox.maxY]);\n var bottomRight = multiplyVec2(totalMatrix, [bbox.maxX, bbox.maxY]);\n minX = Math.min(topLeft[0], topRight[0], bottomLeft[0], bottomRight[0]);\n maxX = Math.max(topLeft[0], topRight[0], bottomLeft[0], bottomRight[0]);\n minY = Math.min(topLeft[1], topRight[1], bottomLeft[1], bottomRight[1]);\n maxY = Math.max(topLeft[1], topRight[1], bottomLeft[1], bottomRight[1]);\n }\n var attrs = this.attrs;\n // 如果存在 shadow 则计算 shadow\n if (attrs.shadowColor) {\n var _a = attrs.shadowBlur, shadowBlur = _a === void 0 ? 0 : _a, _b = attrs.shadowOffsetX, shadowOffsetX = _b === void 0 ? 0 : _b, _c = attrs.shadowOffsetY, shadowOffsetY = _c === void 0 ? 0 : _c;\n var shadowLeft = minX - shadowBlur + shadowOffsetX;\n var shadowRight = maxX + shadowBlur + shadowOffsetX;\n var shadowTop = minY - shadowBlur + shadowOffsetY;\n var shadowBottom = maxY + shadowBlur + shadowOffsetY;\n minX = Math.min(minX, shadowLeft);\n maxX = Math.max(maxX, shadowRight);\n minY = Math.min(minY, shadowTop);\n maxY = Math.max(maxY, shadowBottom);\n }\n return {\n x: minX,\n y: minY,\n minX: minX,\n minY: minY,\n maxX: maxX,\n maxY: maxY,\n width: maxX - minX,\n height: maxY - minY,\n };\n };\n /**\n * @protected\n * 清理缓存的 bbox\n */\n AbstractShape.prototype.clearCacheBBox = function () {\n this.set('bbox', null);\n this.set('canvasBBox', null);\n };\n // 实现接口\n AbstractShape.prototype.isClipShape = function () {\n return this.get('isClipShape');\n };\n /**\n * @protected\n * 不同的图形自己实现是否在图形内部的逻辑,要判断边和填充区域\n * @param {number} refX 相对于图形的坐标 x\n * @param {number} refY 相对于图形的坐标 Y\n * @return {boolean} 点是否在图形内部\n */\n AbstractShape.prototype.isInShape = function (refX, refY) {\n return false;\n };\n /**\n * 是否仅仅使用 BBox 检测就可以判定拾取到图形\n * 默认是 false,但是有些图形例如 image、marker 等都可直接使用 BBox 的检测而不需要使用图形拾取\n * @return {Boolean} 仅仅使用 BBox 进行拾取\n */\n AbstractShape.prototype.isOnlyHitBox = function () {\n return false;\n };\n // 不同的 Shape 各自实现\n AbstractShape.prototype.isHit = function (x, y) {\n var startArrowShape = this.get('startArrowShape');\n var endArrowShape = this.get('endArrowShape');\n var vec = [x, y, 1];\n vec = this.invertFromMatrix(vec);\n var refX = vec[0], refY = vec[1];\n var inBBox = this._isInBBox(refX, refY);\n // 跳过图形的拾取,在某些图形中可以省略一倍的检测成本\n if (this.isOnlyHitBox()) {\n return inBBox;\n }\n // 被裁减掉的和不在包围盒内的不进行计算\n if (inBBox && !this.isClipped(refX, refY)) {\n // 对图形进行拾取判断\n if (this.isInShape(refX, refY)) {\n return true;\n }\n // 对起始箭头进行拾取判断\n if (startArrowShape && startArrowShape.isHit(refX, refY)) {\n return true;\n }\n // 对结束箭头进行拾取判断\n if (endArrowShape && endArrowShape.isHit(refX, refY)) {\n return true;\n }\n }\n return false;\n };\n return AbstractShape;\n}(Element));\nexport default AbstractShape;\n//# sourceMappingURL=shape.js.map","var cache = new Map();\n/**\n * 注册计算包围盒的算法\n * @param type 方法名\n * @param method 方法\n */\nexport function register(type, method) {\n cache.set(type, method);\n}\n/**\n * 获取计算包围盒的算法\n * @param type 方法名\n */\nexport function getMethod(type) {\n return cache.get(type);\n}\n//# sourceMappingURL=register.js.map","export default function (shape) {\n var attrs = shape.attr();\n var x = attrs.x, y = attrs.y, width = attrs.width, height = attrs.height;\n return {\n x: x,\n y: y,\n width: width,\n height: height,\n };\n}\n//# sourceMappingURL=rect.js.map","export default function (shape) {\n var _a = shape.attr(), x = _a.x, y = _a.y, r = _a.r;\n return {\n x: x - r,\n y: y - r,\n width: r * 2,\n height: r * 2,\n };\n}\n//# sourceMappingURL=circle.js.map","import { max, min } from '@antv/util';\n/**\n * 两点之间的距离\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @return {number} 距离\n */\nexport function distance(x1, y1, x2, y2) {\n var dx = x1 - x2;\n var dy = y1 - y2;\n return Math.sqrt(dx * dx + dy * dy);\n}\nexport function isNumberEqual(v1, v2) {\n return Math.abs(v1 - v2) < 0.001;\n}\nexport function getBBoxByArray(xArr, yArr) {\n var minX = min(xArr);\n var minY = min(yArr);\n var maxX = max(xArr);\n var maxY = max(yArr);\n return {\n x: minX,\n y: minY,\n width: maxX - minX,\n height: maxY - minY,\n };\n}\nexport function getBBoxRange(x1, y1, x2, y2) {\n return {\n minX: min([x1, x2]),\n maxX: max([x1, x2]),\n minY: min([y1, y2]),\n maxY: max([y1, y2]),\n };\n}\nexport function piMod(angle) {\n return (angle + Math.PI * 2) % (Math.PI * 2);\n}\n//# sourceMappingURL=util.js.map","import { distance, getBBoxByArray } from './util';\nimport * as vec2 from 'gl-matrix/vec2';\nexport default {\n /**\n * 计算线段的包围盒\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @return {object} 包围盒对象\n */\n box: function (x1, y1, x2, y2) {\n return getBBoxByArray([x1, x2], [y1, y2]);\n },\n /**\n * 线段的长度\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @return {number} 距离\n */\n length: function (x1, y1, x2, y2) {\n return distance(x1, y1, x2, y2);\n },\n /**\n * 根据比例获取点\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @param {number} t 指定比例\n * @return {object} 包含 x, y 的点\n */\n pointAt: function (x1, y1, x2, y2, t) {\n return {\n x: (1 - t) * x1 + t * x2,\n y: (1 - t) * y1 + t * y2,\n };\n },\n /**\n * 点到线段的距离\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @param {number} x 测试点 x\n * @param {number} y 测试点 y\n * @return {number} 距离\n */\n pointDistance: function (x1, y1, x2, y2, x, y) {\n // 投影距离 x1, y1 的向量,假设 p, p1, p2 三个点,投影点为 a\n // p1a = p1p.p1p2/|p1p2| * (p1p 的单位向量)\n var cross = (x2 - x1) * (x - x1) + (y2 - y1) * (y - y1);\n if (cross < 0) {\n return distance(x1, y1, x, y);\n }\n var lengthSquare = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);\n if (cross > lengthSquare) {\n return distance(x2, y2, x, y);\n }\n return this.pointToLine(x1, y1, x2, y2, x, y);\n },\n /**\n * 点到直线的距离,而不是点到线段的距离\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @param {number} x 测试点 x\n * @param {number} y 测试点 y\n * @return {number} 距离\n */\n pointToLine: function (x1, y1, x2, y2, x, y) {\n var d = [x2 - x1, y2 - y1];\n // 如果端点相等,则判定点到点的距离\n if (vec2.exactEquals(d, [0, 0])) {\n return Math.sqrt((x - x1) * (x - x1) + (y - y1) * (y - y1));\n }\n var u = [-d[1], d[0]];\n vec2.normalize(u, u);\n var a = [x - x1, y - y1];\n return Math.abs(vec2.dot(a, u));\n },\n /**\n * 线段的角度\n * @param {number} x1 起始点 x\n * @param {number} y1 起始点 y\n * @param {number} x2 结束点 x\n * @param {number} y2 结束点 y\n * @return {number} 导数\n */\n tangentAngle: function (x1, y1, x2, y2) {\n return Math.atan2(y2 - y1, x2 - x1);\n },\n};\n//# sourceMappingURL=line.js.map","import { distance } from './util';\nvar EPSILON = 0.0001;\n/**\n * 使用牛顿切割法求最近的点\n * @param {number[]} xArr 点的 x 数组\n * @param {number[]} yArr 点的 y 数组\n * @param {number} x 指定的点 x\n * @param {number} y 指定的点 y\n * @param {Function} tCallback 差值函数\n */\nexport function nearestPoint(xArr, yArr, x, y, tCallback, length) {\n var t;\n var d = Infinity;\n var v0 = [x, y];\n var segNum = 20;\n if (length && length > 200) {\n segNum = length / 10;\n }\n var increaseRate = 1 / segNum;\n var interval = increaseRate / 10;\n for (var i = 0; i <= segNum; i++) {\n var _t = i * increaseRate;\n var v1 = [tCallback.apply(null, xArr.concat([_t])), tCallback.apply(null, yArr.concat([_t]))];\n var d1 = distance(v0[0], v0[1], v1[0], v1[1]);\n if (d1 < d) {\n t = _t;\n d = d1;\n }\n }\n // 提前终止\n if (t === 0) {\n return {\n x: xArr[0],\n y: yArr[0],\n };\n }\n if (t === 1) {\n var count = xArr.length;\n return {\n x: xArr[count - 1],\n y: yArr[count - 1],\n };\n }\n d = Infinity;\n for (var i = 0; i < 32; i++) {\n if (interval < EPSILON) {\n break;\n }\n var prev = t - interval;\n var next = t + interval;\n var v1 = [tCallback.apply(null, xArr.concat([prev])), tCallback.apply(null, yArr.concat([prev]))];\n var d1 = distance(v0[0], v0[1], v1[0], v1[1]);\n if (prev >= 0 && d1 < d) {\n t = prev;\n d = d1;\n }\n else {\n var v2 = [tCallback.apply(null, xArr.concat([next])), tCallback.apply(null, yArr.concat([next]))];\n var d2 = distance(v0[0], v0[1], v2[0], v2[1]);\n if (next <= 1 && d2 < d) {\n t = next;\n d = d2;\n }\n else {\n interval *= 0.5;\n }\n }\n }\n return {\n x: tCallback.apply(null, xArr.concat([t])),\n y: tCallback.apply(null, yArr.concat([t])),\n };\n}\n// 近似求解 https://community.khronos.org/t/3d-cubic-bezier-segment-length/62363/2\nexport function snapLength(xArr, yArr) {\n var totalLength = 0;\n var count = xArr.length;\n for (var i = 0; i < count; i++) {\n var x = xArr[i];\n var y = yArr[i];\n var nextX = xArr[(i + 1) % count];\n var nextY = yArr[(i + 1) % count];\n totalLength += distance(x, y, nextX, nextY);\n }\n return totalLength / 2;\n}\n//# sourceMappingURL=bezier.js.map","import line from './line';\nimport { distance, isNumberEqual, getBBoxByArray, piMod } from './util';\nimport { nearestPoint } from './bezier';\n// 差值公式\nfunction quadraticAt(p0, p1, p2, t) {\n var onet = 1 - t;\n return onet * onet * p0 + 2 * t * onet * p1 + t * t * p2;\n}\n// 求极值\nfunction extrema(p0, p1, p2) {\n var a = p0 + p2 - 2 * p1;\n if (isNumberEqual(a, 0)) {\n return [0.5];\n }\n var rst = (p0 - p1) / a;\n if (rst <= 1 && rst >= 0) {\n return [rst];\n }\n return [];\n}\nfunction derivativeAt(p0, p1, p2, t) {\n return 2 * (1 - t) * (p1 - p0) + 2 * t * (p2 - p1);\n}\n// 分割贝塞尔曲线\nfunction divideQuadratic(x1, y1, x2, y2, x3, y3, t) {\n // 划分点\n var xt = quadraticAt(x1, x2, x3, t);\n var yt = quadraticAt(y1, y2, y3, t);\n // 分割的第一条曲线的控制点\n var controlPoint1 = line.pointAt(x1, y1, x2, y2, t);\n // 分割的第二条曲线的控制点\n var controlPoint2 = line.pointAt(x2, y2, x3, y3, t);\n return [\n [x1, y1, controlPoint1.x, controlPoint1.y, xt, yt],\n [xt, yt, controlPoint2.x, controlPoint2.y, x3, y3],\n ];\n}\n// 使用迭代法取贝塞尔曲线的长度\nfunction quadraticLength(x1, y1, x2, y2, x3, y3, iterationCount) {\n if (iterationCount === 0) {\n return (distance(x1, y1, x2, y2) + distance(x2, y2, x3, y3) + distance(x1, y1, x3, y3)) / 2;\n }\n var quadratics = divideQuadratic(x1, y1, x2, y2, x3, y3, 0.5);\n var left = quadratics[0];\n var right = quadratics[1];\n left.push(iterationCount - 1);\n right.push(iterationCount - 1);\n return quadraticLength.apply(null, left) + quadraticLength.apply(null, right);\n}\nexport default {\n box: function (x1, y1, x2, y2, x3, y3) {\n var xExtrema = extrema(x1, x2, x3)[0];\n var yExtrema = extrema(y1, y2, y3)[0];\n // 控制点不加入 box 的计算\n var xArr = [x1, x3];\n var yArr = [y1, y3];\n if (xExtrema !== undefined) {\n xArr.push(quadraticAt(x1, x2, x3, xExtrema));\n }\n if (yExtrema !== undefined) {\n yArr.push(quadraticAt(y1, y2, y3, yExtrema));\n }\n return getBBoxByArray(xArr, yArr);\n },\n length: function (x1, y1, x2, y2, x3, y3) {\n return quadraticLength(x1, y1, x2, y2, x3, y3, 3);\n },\n nearestPoint: function (x1, y1, x2, y2, x3, y3, x0, y0) {\n return nearestPoint([x1, x2, x3], [y1, y2, y3], x0, y0, quadraticAt);\n },\n pointDistance: function (x1, y1, x2, y2, x3, y3, x0, y0) {\n var point = this.nearestPoint(x1, y1, x2, y2, x3, y3, x0, y0);\n return distance(point.x, point.y, x0, y0);\n },\n interpolationAt: quadraticAt,\n pointAt: function (x1, y1, x2, y2, x3, y3, t) {\n return {\n x: quadraticAt(x1, x2, x3, t),\n y: quadraticAt(y1, y2, y3, t),\n };\n },\n divide: function (x1, y1, x2, y2, x3, y3, t) {\n return divideQuadratic(x1, y1, x2, y2, x3, y3, t);\n },\n tangentAngle: function (x1, y1, x2, y2, x3, y3, t) {\n var dx = derivativeAt(x1, x2, x3, t);\n var dy = derivativeAt(y1, y2, y3, t);\n var angle = Math.atan2(dy, dx);\n return piMod(angle);\n },\n};\n//# sourceMappingURL=quadratic.js.map","import { distance, isNumberEqual, getBBoxByArray, piMod } from './util';\nimport line from './line';\nimport { snapLength, nearestPoint } from './bezier';\nfunction cubicAt(p0, p1, p2, p3, t) {\n var onet = 1 - t; // t * t * t 的性能大概是 Math.pow(t, 3) 的三倍\n return onet * onet * onet * p0 + 3 * p1 * t * onet * onet + 3 * p2 * t * t * onet + p3 * t * t * t;\n}\nfunction derivativeAt(p0, p1, p2, p3, t) {\n var onet = 1 - t;\n return 3 * (onet * onet * (p1 - p0) + 2 * onet * t * (p2 - p1) + t * t * (p3 - p2));\n}\nfunction extrema(p0, p1, p2, p3) {\n var a = -3 * p0 + 9 * p1 - 9 * p2 + 3 * p3;\n var b = 6 * p0 - 12 * p1 + 6 * p2;\n var c = 3 * p1 - 3 * p0;\n var extremas = [];\n var t1;\n var t2;\n var discSqrt;\n if (isNumberEqual(a, 0)) {\n if (!isNumberEqual(b, 0)) {\n t1 = -c / b;\n if (t1 >= 0 && t1 <= 1) {\n extremas.push(t1);\n }\n }\n }\n else {\n var disc = b * b - 4 * a * c;\n if (isNumberEqual(disc, 0)) {\n extremas.push(-b / (2 * a));\n }\n else if (disc > 0) {\n discSqrt = Math.sqrt(disc);\n t1 = (-b + discSqrt) / (2 * a);\n t2 = (-b - discSqrt) / (2 * a);\n if (t1 >= 0 && t1 <= 1) {\n extremas.push(t1);\n }\n if (t2 >= 0 && t2 <= 1) {\n extremas.push(t2);\n }\n }\n }\n return extremas;\n}\n// 分割贝塞尔曲线\nfunction divideCubic(x1, y1, x2, y2, x3, y3, x4, y4, t) {\n // 划分点\n var xt = cubicAt(x1, x2, x3, x4, t);\n var yt = cubicAt(y1, y2, y3, y4, t);\n // 计算两点之间的差值点\n var c1 = line.pointAt(x1, y1, x2, y2, t);\n var c2 = line.pointAt(x2, y2, x3, y3, t);\n var c3 = line.pointAt(x3, y3, x4, y4, t);\n var c12 = line.pointAt(c1.x, c1.y, c2.x, c2.y, t);\n var c23 = line.pointAt(c2.x, c2.y, c3.x, c3.y, t);\n return [\n [x1, y1, c1.x, c1.y, c12.x, c12.y, xt, yt],\n [xt, yt, c23.x, c23.y, c3.x, c3.y, x4, y4],\n ];\n}\n// 使用迭代法取贝塞尔曲线的长度,二阶和三阶分开写,更清晰和便于调试\nfunction cubicLength(x1, y1, x2, y2, x3, y3, x4, y4, iterationCount) {\n if (iterationCount === 0) {\n return snapLength([x1, x2, x3, x4], [y1, y2, y3, y4]);\n }\n var cubics = divideCubic(x1, y1, x2, y2, x3, y3, x4, y4, 0.5);\n var left = cubics[0];\n var right = cubics[1];\n left.push(iterationCount - 1);\n right.push(iterationCount - 1);\n return cubicLength.apply(null, left) + cubicLength.apply(null, right);\n}\nexport default {\n extrema: extrema,\n box: function (x1, y1, x2, y2, x3, y3, x4, y4) {\n var xArr = [x1, x4];\n var yArr = [y1, y4];\n var xExtrema = extrema(x1, x2, x3, x4);\n var yExtrema = extrema(y1, y2, y3, y4);\n for (var i = 0; i < xExtrema.length; i++) {\n xArr.push(cubicAt(x1, x2, x3, x4, xExtrema[i]));\n }\n for (var i = 0; i < yExtrema.length; i++) {\n yArr.push(cubicAt(y1, y2, y3, y4, yExtrema[i]));\n }\n return getBBoxByArray(xArr, yArr);\n },\n length: function (x1, y1, x2, y2, x3, y3, x4, y4) {\n // 迭代三次,划分成 8 段求长度\n return cubicLength(x1, y1, x2, y2, x3, y3, x4, y4, 3);\n },\n nearestPoint: function (x1, y1, x2, y2, x3, y3, x4, y4, x0, y0, length) {\n return nearestPoint([x1, x2, x3, x4], [y1, y2, y3, y4], x0, y0, cubicAt, length);\n },\n pointDistance: function (x1, y1, x2, y2, x3, y3, x4, y4, x0, y0, length) {\n var point = this.nearestPoint(x1, y1, x2, y2, x3, y3, x4, y4, x0, y0, length);\n return distance(point.x, point.y, x0, y0);\n },\n interpolationAt: cubicAt,\n pointAt: function (x1, y1, x2, y2, x3, y3, x4, y4, t) {\n return {\n x: cubicAt(x1, x2, x3, x4, t),\n y: cubicAt(y1, y2, y3, y4, t),\n };\n },\n divide: function (x1, y1, x2, y2, x3, y3, x4, y4, t) {\n return divideCubic(x1, y1, x2, y2, x3, y3, x4, y4, t);\n },\n tangentAngle: function (x1, y1, x2, y2, x3, y3, x4, y4, t) {\n var dx = derivativeAt(x1, x2, x3, x4, t);\n var dy = derivativeAt(y1, y2, y3, y4, t);\n return piMod(Math.atan2(dy, dx));\n },\n};\n//# sourceMappingURL=cubic.js.map","/**\n * @fileoverview 椭圆的一些计算,\n * - 周长计算参考:https://www.mathsisfun.com/geometry/ellipse-perimeter.html\n * - 距离计算参考:https://wet-robots.ghost.io/simple-method-for-distance-to-ellipse/\n * @author dxq613@gmail.com\n */\nimport { distance, piMod } from './util';\nfunction copysign(v1, v2) {\n var absv = Math.abs(v1);\n return v2 > 0 ? absv : absv * -1;\n}\nexport default {\n /**\n * 包围盒计算\n * @param {number} x 椭圆中心 x\n * @param {number} y 椭圆中心 y\n * @param {number} rx 椭圆 x 方向半径\n * @param {number} ry 椭圆 y 方向半径\n * @return {object} 包围盒\n */\n box: function (x, y, rx, ry) {\n return {\n x: x - rx,\n y: y - ry,\n width: rx * 2,\n height: ry * 2,\n };\n },\n /**\n * 计算周长,使用近似法\n * @param {number} x 椭圆中心 x\n * @param {number} y 椭圆中心 y\n * @param {number} rx 椭圆 x 方向半径\n * @param {number} ry 椭圆 y 方向半径\n * @return {number} 椭圆周长\n */\n length: function (x, y, rx, ry) {\n return Math.PI * (3 * (rx + ry) - Math.sqrt((3 * rx + ry) * (rx + 3 * ry)));\n },\n /**\n * 距离椭圆最近的点\n * @param {number} x 椭圆中心 x\n * @param {number} y 椭圆中心 y\n * @param {number} rx 椭圆 x 方向半径\n * @param {number} ry 椭圆 y 方向半径\n * @param {number} x0 指定的点 x\n * @param {number} y0 指定的点 y\n * @return {object} 椭圆上距离指定点最近的点\n */\n nearestPoint: function (x, y, rx, ry, x0, y0) {\n var a = rx;\n var b = ry;\n // 假如椭圆半径为0则返回圆心\n if (a === 0 || b === 0) {\n return {\n x: x,\n y: y,\n };\n }\n // 转换成 0, 0 为中心的椭圆计算\n var relativeX = x0 - x;\n var relativeY = y0 - y;\n var px = Math.abs(relativeX);\n var py = Math.abs(relativeY);\n var squareA = a * a;\n var squareB = b * b;\n // const angle0 = Math.atan2(relativeY, relativeX);\n var t = Math.PI / 4;\n var nearestX; // 椭圆上的任一点\n var nearestY;\n // 迭代 4 次\n for (var i = 0; i < 4; i++) {\n nearestX = a * Math.cos(t);\n nearestY = b * Math.sin(t);\n var ex = ((squareA - squareB) * Math.pow(Math.cos(t), 3)) / a;\n var ey = ((squareB - squareA) * Math.pow(Math.sin(t), 3)) / b;\n var rx1 = nearestX - ex;\n var ry1 = nearestY - ey;\n var qx = px - ex;\n var qy = py - ey;\n var r = Math.hypot(ry1, rx1);\n var q = Math.hypot(qy, qx);\n var delta_c = r * Math.asin((rx1 * qy - ry1 * qx) / (r * q));\n var delta_t = delta_c / Math.sqrt(squareA + squareB - nearestX * nearestX - nearestY * nearestY);\n t += delta_t;\n t = Math.min(Math.PI / 2, Math.max(0, t));\n }\n return {\n x: x + copysign(nearestX, relativeX),\n y: y + copysign(nearestY, relativeY),\n };\n },\n /**\n * 点到椭圆最近的距离\n * @param {number} x 椭圆中心 x\n * @param {number} y 椭圆中心 y\n * @param {number} rx 椭圆 x 方向半径\n * @param {number} ry 椭圆 y 方向半径\n * @param {number} x0 指定的点 x\n * @param {number} y0 指定的点 y\n * @return {number} 点到椭圆的距离\n */\n pointDistance: function (x, y, rx, ry, x0, y0) {\n var nearestPoint = this.nearestPoint(x, y, rx, ry, x0, y0);\n return distance(nearestPoint.x, nearestPoint.y, x0, y0);\n },\n /**\n * 根据比例获取点\n * @param {number} x 椭圆中心 x\n * @param {number} y 椭圆中心 y\n * @param {number} rx 椭圆 x 方向半径\n * @param {number} ry 椭圆 y 方向半径\n * @param {number} t 指定比例,x轴方向为 0\n * @return {object} 点\n */\n pointAt: function (x, y, rx, ry, t) {\n var angle = 2 * Math.PI * t; // 按照角度进行计算,而不按照周长计算\n return {\n x: x + rx * Math.cos(angle),\n y: y + ry * Math.sin(angle),\n };\n },\n /**\n * 根据比例计算切线角度\n * @param {number} x 椭圆中心 x\n * @param {number} y 椭圆中心 y\n * @param {number} rx 椭圆 x 方向半径\n * @param {number} ry 椭圆 y 方向半径\n * @param {number} t 指定比例 0 - 1 之间,x轴方向为 0。在 0-1 范围之外是循环还是返回 null,还需要调整\n * @return {number} 角度,在 0 - 2PI 之间\n */\n tangentAngle: function (x, y, rx, ry, t) {\n var angle = 2 * Math.PI * t; // 按照角度进行计算,而不按照周长计算\n // 直接使用 x,y 的导数计算, x' = -rx * sin(t); y' = ry * cos(t);\n var tangentAngle = Math.atan2(ry * Math.cos(angle), -rx * Math.sin(angle));\n // 也可以使用指定点的切线方程计算,成本有些高\n // const point = this.pointAt(0, 0, rx, ry, t); // 椭圆的切线同椭圆的中心不相关\n // let tangentAngle = -1 * Math.atan((ry * ry * point.x) / (rx * rx * point.y));\n // if (angle >= 0 && angle <= Math.PI) {\n // tangentAngle += Math.PI;\n // }\n return piMod(tangentAngle);\n },\n};\n//# sourceMappingURL=ellipse.js.map","import { distance, piMod } from './util';\nimport ellipse from './ellipse';\n// 偏导数 x\nfunction derivativeXAt(cx, cy, rx, ry, xRotation, startAngle, endAngle, angle) {\n return -1 * rx * Math.cos(xRotation) * Math.sin(angle) - ry * Math.sin(xRotation) * Math.cos(angle);\n}\n// 偏导数 y\nfunction derivativeYAt(cx, cy, rx, ry, xRotation, startAngle, endAngle, angle) {\n return -1 * rx * Math.sin(xRotation) * Math.sin(angle) + ry * Math.cos(xRotation) * Math.cos(angle);\n}\n// x 的极值\nfunction xExtrema(rx, ry, xRotation) {\n return Math.atan((-ry / rx) * Math.tan(xRotation));\n}\n// y 的极值\nfunction yExtrema(rx, ry, xRotation) {\n return Math.atan(ry / (rx * Math.tan(xRotation)));\n}\n// 根据角度求 x 坐标\nfunction xAt(cx, cy, rx, ry, xRotation, angle) {\n return rx * Math.cos(xRotation) * Math.cos(angle) - ry * Math.sin(xRotation) * Math.sin(angle) + cx;\n}\n// 根据角度求 y 坐标\nfunction yAt(cx, cy, rx, ry, xRotation, angle) {\n return rx * Math.sin(xRotation) * Math.cos(angle) + ry * Math.cos(xRotation) * Math.sin(angle) + cy;\n}\n// 获取点在椭圆上的角度\nfunction getAngle(rx, ry, x0, y0) {\n var angle = Math.atan2(y0 * rx, x0 * ry);\n // 转换到 0 - 2PI 内\n return (angle + Math.PI * 2) % (Math.PI * 2);\n}\n// 根据角度获取,x,y\nfunction getPoint(rx, ry, angle) {\n return {\n x: rx * Math.cos(angle),\n y: ry * Math.sin(angle),\n };\n}\n// 旋转\nfunction rotate(x, y, angle) {\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n return [x * cos - y * sin, x * sin + y * cos];\n}\nexport default {\n /**\n * 计算包围盒\n * @param {number} cx 圆心 x\n * @param {number} cy 圆心 y\n * @param {number} rx x 轴方向的半径\n * @param {number} ry y 轴方向的半径\n * @param {number} xRotation 旋转角度\n * @param {number} startAngle 起始角度\n * @param {number} endAngle 结束角度\n * @return {object} 包围盒对象\n */\n box: function (cx, cy, rx, ry, xRotation, startAngle, endAngle) {\n var xDim = xExtrema(rx, ry, xRotation);\n var minX = Infinity;\n var maxX = -Infinity;\n var xs = [startAngle, endAngle];\n for (var i = -Math.PI * 2; i <= Math.PI * 2; i += Math.PI) {\n var xAngle = xDim + i;\n if (startAngle < endAngle) {\n if (startAngle < xAngle && xAngle < endAngle) {\n xs.push(xAngle);\n }\n }\n else {\n if (endAngle < xAngle && xAngle < startAngle) {\n xs.push(xAngle);\n }\n }\n }\n for (var i = 0; i < xs.length; i++) {\n var x = xAt(cx, cy, rx, ry, xRotation, xs[i]);\n if (x < minX) {\n minX = x;\n }\n if (x > maxX) {\n maxX = x;\n }\n }\n var yDim = yExtrema(rx, ry, xRotation);\n var minY = Infinity;\n var maxY = -Infinity;\n var ys = [startAngle, endAngle];\n for (var i = -Math.PI * 2; i <= Math.PI * 2; i += Math.PI) {\n var yAngle = yDim + i;\n if (startAngle < endAngle) {\n if (startAngle < yAngle && yAngle < endAngle) {\n ys.push(yAngle);\n }\n }\n else {\n if (endAngle < yAngle && yAngle < startAngle) {\n ys.push(yAngle);\n }\n }\n }\n for (var i = 0; i < ys.length; i++) {\n var y = yAt(cx, cy, rx, ry, xRotation, ys[i]);\n if (y < minY) {\n minY = y;\n }\n if (y > maxY) {\n maxY = y;\n }\n }\n return {\n x: minX,\n y: minY,\n width: maxX - minX,\n height: maxY - minY,\n };\n },\n /**\n * 获取圆弧的长度,计算圆弧长度时不考虑旋转角度,\n * 仅跟 rx, ry, startAngle, endAngle 相关\n * @param {number} cx 圆心 x\n * @param {number} cy 圆心 y\n * @param {number} rx x 轴方向的半径\n * @param {number} ry y 轴方向的半径\n * @param {number} xRotation 旋转角度\n * @param {number} startAngle 起始角度\n * @param {number} endAngle 结束角度\n */\n length: function (cx, cy, rx, ry, xRotation, startAngle, endAngle) { },\n /**\n * 获取指定点到圆弧的最近距离的点\n * @param {number} cx 圆心 x\n * @param {number} cy 圆心 y\n * @param {number} rx x 轴方向的半径\n * @param {number} ry y 轴方向的半径\n * @param {number} xRotation 旋转角度\n * @param {number} startAngle 起始角度\n * @param {number} endAngle 结束角度\n * @param {number} x0 指定点的 x\n * @param {number} y0 指定点的 y\n * @return {object} 到指定点最近距离的点\n */\n nearestPoint: function (cx, cy, rx, ry, xRotation, startAngle, endAngle, x0, y0) {\n // 将最近距离问题转换成到椭圆中心 0,0 没有旋转的椭圆问题\n var relativeVector = rotate(x0 - cx, y0 - cy, -xRotation);\n var x1 = relativeVector[0], y1 = relativeVector[1];\n // 计算点到椭圆的最近的点\n var relativePoint = ellipse.nearestPoint(0, 0, rx, ry, x1, y1);\n // 获取点在椭圆上的角度\n var angle = getAngle(rx, ry, relativePoint.x, relativePoint.y);\n // 点没有在圆弧上\n if (angle < startAngle) {\n // 小于起始圆弧\n relativePoint = getPoint(rx, ry, startAngle);\n }\n else if (angle > endAngle) {\n // 大于结束圆弧\n relativePoint = getPoint(rx, ry, endAngle);\n }\n // 旋转到 xRotation 的角度\n var vector = rotate(relativePoint.x, relativePoint.y, xRotation);\n return {\n x: vector[0] + cx,\n y: vector[1] + cy,\n };\n },\n pointDistance: function (cx, cy, rx, ry, xRotation, startAngle, endAngle, x0, y0) {\n var nearestPoint = this.nearestPoint(cx, cy, rx, ry, x0, y0);\n return distance(nearestPoint.x, nearestPoint.y, x0, y0);\n },\n pointAt: function (cx, cy, rx, ry, xRotation, startAngle, endAngle, t) {\n var angle = (endAngle - startAngle) * t + startAngle;\n return {\n x: xAt(cx, cy, rx, ry, xRotation, angle),\n y: yAt(cx, cy, rx, ry, xRotation, angle),\n };\n },\n tangentAngle: function (cx, cy, rx, ry, xRotation, startAngle, endAngle, t) {\n var angle = (endAngle - startAngle) * t + startAngle;\n var dx = derivativeXAt(cx, cy, rx, ry, xRotation, startAngle, endAngle, angle);\n var dy = derivativeYAt(cx, cy, rx, ry, xRotation, startAngle, endAngle, angle);\n return piMod(Math.atan2(dy, dx));\n },\n};\n//# sourceMappingURL=arc.js.map","import line from './line';\nimport { distance } from './util';\nfunction analyzePoints(points) {\n // 计算每段的长度和总的长度\n var totalLength = 0;\n var segments = [];\n for (var i = 0; i < points.length - 1; i++) {\n var from = points[i];\n var to = points[i + 1];\n var length_1 = distance(from[0], from[1], to[0], to[1]);\n var seg = {\n from: from,\n to: to,\n length: length_1,\n };\n segments.push(seg);\n totalLength += length_1;\n }\n return { segments: segments, totalLength: totalLength };\n}\nexport function lengthOfSegment(points) {\n if (points.length < 2) {\n return 0;\n }\n var totalLength = 0;\n for (var i = 0; i < points.length - 1; i++) {\n var from = points[i];\n var to = points[i + 1];\n totalLength += distance(from[0], from[1], to[0], to[1]);\n }\n return totalLength;\n}\n/**\n * 按照比例在数据片段中获取点\n * @param {array} points 点的集合\n * @param {number} t 百分比 0-1\n * @return {object} 点的坐标\n */\nexport function pointAtSegments(points, t) {\n // 边界判断\n if (t > 1 || t < 0 || points.length < 2) {\n return null;\n }\n var _a = analyzePoints(points), segments = _a.segments, totalLength = _a.totalLength;\n // 多个点有可能重合\n if (totalLength === 0) {\n return {\n x: points[0][0],\n y: points[0][1],\n };\n }\n // 计算比例\n var startRatio = 0;\n var point = null;\n for (var i = 0; i < segments.length; i++) {\n var seg = segments[i];\n var from = seg.from, to = seg.to;\n var currentRatio = seg.length / totalLength;\n if (t >= startRatio && t <= startRatio + currentRatio) {\n var localRatio = (t - startRatio) / currentRatio;\n point = line.pointAt(from[0], from[1], to[0], to[1], localRatio);\n break;\n }\n startRatio += currentRatio;\n }\n return point;\n}\n/**\n * 按照比例在数据片段中获取切线的角度\n * @param {array} points 点的集合\n * @param {number} t 百分比 0-1\n */\nexport function angleAtSegments(points, t) {\n // 边界判断\n if (t > 1 || t < 0 || points.length < 2) {\n return 0;\n }\n var _a = analyzePoints(points), segments = _a.segments, totalLength = _a.totalLength;\n // 计算比例\n var startRatio = 0;\n var angle = 0;\n for (var i = 0; i < segments.length; i++) {\n var seg = segments[i];\n var from = seg.from, to = seg.to;\n var currentRatio = seg.length / totalLength;\n if (t >= startRatio && t <= startRatio + currentRatio) {\n angle = Math.atan2(to[1] - from[1], to[0] - from[0]);\n break;\n }\n startRatio += currentRatio;\n }\n return angle;\n}\nexport function distanceAtSegment(points, x, y) {\n var minDistance = Infinity;\n for (var i = 0; i < points.length - 1; i++) {\n var point = points[i];\n var nextPoint = points[i + 1];\n var distance_1 = line.pointDistance(point[0], point[1], nextPoint[0], nextPoint[1], x, y);\n if (distance_1 < minDistance) {\n minDistance = distance_1;\n }\n }\n return minDistance;\n}\n//# sourceMappingURL=segments.js.map","import { pointAtSegments, angleAtSegments, distanceAtSegment, lengthOfSegment } from './segments';\nimport { getBBoxByArray } from './util';\nexport default {\n /**\n * 计算多折线的包围盒\n * @param {array} points 点的集合 [x,y] 的形式\n * @return {object} 包围盒\n */\n box: function (points) {\n var xArr = [];\n var yArr = [];\n for (var i = 0; i < points.length; i++) {\n var point = points[i];\n xArr.push(point[0]);\n yArr.push(point[1]);\n }\n return getBBoxByArray(xArr, yArr);\n },\n /**\n * 计算多折线的长度\n * @param {array} points 点的集合 [x,y] 的形式\n * @return {object} 多条边的长度\n */\n length: function (points) {\n return lengthOfSegment(points);\n },\n /**\n * 根据比例获取多折线的点\n * @param {array} points 点的集合 [x,y] 的形式\n * @param {number} t 在多折线的长度上的比例\n * @return {object} 根据比例值计算出来的点\n */\n pointAt: function (points, t) {\n return pointAtSegments(points, t);\n },\n /**\n * 指定点到多折线的距离\n * @param {array} points 点的集合 [x,y] 的形式\n * @param {number} x 指定点的 x\n * @param {number} y 指定点的 y\n * @return {number} 点到多折线的距离\n */\n pointDistance: function (points, x, y) {\n return distanceAtSegment(points, x, y);\n },\n /**\n * 根据比例获取多折线的切线角度\n * @param {array} points 点的集合 [x,y] 的形式\n * @param {number} t 在多折线的长度上的比例\n * @return {object} 根据比例值计算出来的角度\n */\n tangentAngle: function (points, t) {\n return angleAtSegments(points, t);\n },\n};\n//# sourceMappingURL=polyline.js.map","// 合并包围盒\nexport function mergeBBox(bbox1, bbox2) {\n if (!bbox1 || !bbox2) {\n return bbox1 || bbox2;\n }\n return {\n minX: Math.min(bbox1.minX, bbox2.minX),\n minY: Math.min(bbox1.minY, bbox2.minY),\n maxX: Math.max(bbox1.maxX, bbox2.maxX),\n maxY: Math.max(bbox1.maxY, bbox2.maxY),\n };\n}\n// 合并箭头的包围盒\nexport function mergeArrowBBox(shape, bbox) {\n var startArrowShape = shape.get('startArrowShape');\n var endArrowShape = shape.get('endArrowShape');\n var startArrowBBox = null;\n var endArrowBBox = null;\n if (startArrowShape) {\n startArrowBBox = startArrowShape.getCanvasBBox();\n bbox = mergeBBox(bbox, startArrowBBox);\n }\n if (endArrowShape) {\n endArrowBBox = endArrowShape.getCanvasBBox();\n bbox = mergeBBox(bbox, endArrowBBox);\n }\n return bbox;\n}\n//# sourceMappingURL=util.js.map","import { Util } from '@antv/g-math';\nimport { mergeArrowBBox } from './util';\nexport default function (shape) {\n var attrs = shape.attr();\n var points = attrs.points;\n var xArr = [];\n var yArr = [];\n for (var i = 0; i < points.length; i++) {\n var point = points[i];\n xArr.push(point[0]);\n yArr.push(point[1]);\n }\n var _a = Util.getBBoxByArray(xArr, yArr), x = _a.x, y = _a.y, width = _a.width, height = _a.height;\n var bbox = {\n minX: x,\n minY: y,\n maxX: x + width,\n maxY: y + height,\n };\n bbox = mergeArrowBBox(shape, bbox);\n return {\n x: bbox.minX,\n y: bbox.minY,\n width: bbox.maxX - bbox.minX,\n height: bbox.maxY - bbox.minY,\n };\n}\n//# sourceMappingURL=polyline.js.map","import { Util } from '@antv/g-math';\nexport default function (shape) {\n var attrs = shape.attr();\n var points = attrs.points;\n var xArr = [];\n var yArr = [];\n for (var i = 0; i < points.length; i++) {\n var point = points[i];\n xArr.push(point[0]);\n yArr.push(point[1]);\n }\n return Util.getBBoxByArray(xArr, yArr);\n}\n//# sourceMappingURL=polygon.js.map","// 全局设置一个唯一离屏的 ctx,用于计算 isPointInPath\nvar offScreenCtx = null;\nexport function getOffScreenContext() {\n if (!offScreenCtx) {\n var canvas = document.createElement('canvas');\n canvas.width = 1;\n canvas.height = 1;\n offScreenCtx = canvas.getContext('2d');\n }\n return offScreenCtx;\n}\n//# sourceMappingURL=offscreen.js.map","import { isNil, each, isString } from './util';\nimport { getOffScreenContext } from './offscreen';\n/**\n * 获取文本的高度\n * @param text 文本\n * @param fontSize 字体大小\n * @param lineHeight 行高,可以为空\n */\nexport function getTextHeight(text, fontSize, lineHeight) {\n var lineCount = 1;\n if (isString(text)) {\n lineCount = text.split('\\n').length;\n }\n if (lineCount > 1) {\n var spaceingY = getLineSpaceing(fontSize, lineHeight);\n return fontSize * lineCount + spaceingY * (lineCount - 1);\n }\n return fontSize;\n}\n/**\n * 获取行间距如果文本多行,需要获取文本间距\n * @param fontSize 字体大小\n * @param lineHeight 行高\n */\nexport function getLineSpaceing(fontSize, lineHeight) {\n return lineHeight ? lineHeight - fontSize : fontSize * 0.14;\n}\n/**\n * 字体宽度\n * @param text 文本\n * @param font 字体\n */\nexport function getTextWidth(text, font) {\n var context = getOffScreenContext(); // 获取离屏的 ctx 进行计算\n var width = 0;\n // null 或者 undefined 时,宽度为 0\n if (isNil(text) || text === '') {\n return width;\n }\n context.save();\n context.font = font;\n if (isString(text) && text.includes('\\n')) {\n var textArr = text.split('\\n');\n each(textArr, function (subText) {\n var measureWidth = context.measureText(subText).width;\n if (width < measureWidth) {\n width = measureWidth;\n }\n });\n }\n else {\n width = context.measureText(text).width;\n }\n context.restore();\n return width;\n}\nexport function assembleFont(attrs) {\n var fontSize = attrs.fontSize, fontFamily = attrs.fontFamily, fontWeight = attrs.fontWeight, fontStyle = attrs.fontStyle, fontVariant = attrs.fontVariant;\n return [fontStyle, fontVariant, fontWeight, fontSize + \"px\", fontFamily].join(' ').trim();\n}\n//# sourceMappingURL=text.js.map","import { getTextWidth, getTextHeight, assembleFont } from '../util/text';\nexport default function (shape) {\n var attrs = shape.attr();\n var x = attrs.x, y = attrs.y, text = attrs.text, fontSize = attrs.fontSize, lineHeight = attrs.lineHeight;\n var font = attrs.font;\n if (!font) {\n // 如果未组装 font\n font = assembleFont(attrs);\n }\n var width = getTextWidth(text, font);\n var bbox;\n if (!width) {\n // 如果width不存在,四点共其实点\n bbox = {\n x: x,\n y: y,\n width: 0,\n height: 0,\n };\n }\n else {\n var textAlign = attrs.textAlign, textBaseline = attrs.textBaseline;\n var height = getTextHeight(text, fontSize, lineHeight); // attrs.height\n // 默认左右对齐:left, 默认上下对齐 bottom\n var point = {\n x: x,\n y: y - height,\n };\n if (textAlign) {\n if (textAlign === 'end' || textAlign === 'right') {\n point.x -= width;\n }\n else if (textAlign === 'center') {\n point.x -= width / 2;\n }\n }\n if (textBaseline) {\n if (textBaseline === 'top') {\n point.y += height;\n }\n else if (textBaseline === 'middle') {\n point.y += height / 2;\n }\n }\n bbox = {\n x: point.x,\n y: point.y,\n width: width,\n height: height,\n };\n }\n return bbox;\n}\n//# sourceMappingURL=text.js.map","import { each, isArray, isString } from '@antv/util';\nvar regexTags = /[MLHVQTCSAZ]([^MLHVQTCSAZ]*)/ig;\nvar regexDot = /[^\\s\\,]+/ig;\nfunction parsePath(p) {\n var path = p || [];\n if (isArray(path)) {\n return path;\n }\n if (isString(path)) {\n path = path.match(regexTags);\n each(path, function (item, index) {\n // @ts-ignore\n item = item.match(regexDot);\n if (item[0].length > 1) {\n var tag = item[0].charAt(0);\n // @ts-ignore\n item.splice(1, 0, item[0].substr(1));\n // @ts-ignore\n item[0] = tag;\n }\n // @ts-ignore\n each(item, function (sub, i) {\n if (!isNaN(sub)) {\n // @ts-ignore\n item[i] = +sub;\n }\n });\n // @ts-ignore\n path[index] = item;\n });\n return path;\n }\n}\nexport default parsePath;\n//# sourceMappingURL=parse-path.js.map","import { vec2 } from '@antv/matrix-util';\nfunction smoothBezier(points, smooth, isLoop, constraint) {\n var cps = [];\n var hasConstraint = !!constraint;\n var prevPoint;\n var nextPoint;\n var min;\n var max;\n var nextCp0;\n var cp1;\n var cp0;\n if (hasConstraint) {\n min = constraint[0], max = constraint[1];\n for (var i = 0, l = points.length; i < l; i += 1) {\n var point = points[i];\n min = vec2.min([0, 0], min, point);\n max = vec2.max([0, 0], max, point);\n }\n }\n for (var i = 0, len = points.length; i < len; i += 1) {\n var point = points[i];\n if (i === 0 && !isLoop) {\n cp0 = point;\n }\n else if (i === len - 1 && !isLoop) {\n cp1 = point;\n cps.push(cp0);\n cps.push(cp1);\n }\n else {\n var prevIdx = [i ? i - 1 : len - 1, i - 1][isLoop ? 0 : 1];\n prevPoint = points[prevIdx];\n nextPoint = points[isLoop ? (i + 1) % len : i + 1];\n var v = [0, 0];\n v = vec2.sub(v, nextPoint, prevPoint);\n v = vec2.scale(v, v, smooth);\n var d0 = vec2.distance(point, prevPoint);\n var d1 = vec2.distance(point, nextPoint);\n var sum = d0 + d1;\n if (sum !== 0) {\n d0 /= sum;\n d1 /= sum;\n }\n var v1 = vec2.scale([0, 0], v, -d0);\n var v2 = vec2.scale([0, 0], v, d1);\n cp1 = vec2.add([0, 0], point, v1);\n nextCp0 = vec2.add([0, 0], point, v2);\n // 下一个控制点必须在这个点和下一个点之间\n nextCp0 = vec2.min([0, 0], nextCp0, vec2.max([0, 0], nextPoint, point));\n nextCp0 = vec2.max([0, 0], nextCp0, vec2.min([0, 0], nextPoint, point));\n // 重新计算 cp1 的值\n v1 = vec2.sub([0, 0], nextCp0, point);\n v1 = vec2.scale([0, 0], v1, -d0 / d1);\n cp1 = vec2.add([0, 0], point, v1);\n // 上一个控制点必须要在上一个点和这一个点之间\n cp1 = vec2.min([0, 0], cp1, vec2.max([0, 0], prevPoint, point));\n cp1 = vec2.max([0, 0], cp1, vec2.min([0, 0], prevPoint, point));\n // 重新计算 nextCp0 的值\n v2 = vec2.sub([0, 0], point, cp1);\n v2 = vec2.scale([0, 0], v2, d1 / d0);\n nextCp0 = vec2.add([0, 0], point, v2);\n if (hasConstraint) {\n cp1 = vec2.max([0, 0], cp1, min);\n cp1 = vec2.min([0, 0], cp1, max);\n nextCp0 = vec2.max([0, 0], nextCp0, min);\n nextCp0 = vec2.min([0, 0], nextCp0, max);\n }\n cps.push(cp0);\n cps.push(cp1);\n cp0 = nextCp0;\n }\n }\n if (isLoop) {\n cps.push(cps.shift());\n }\n return cps;\n}\n/**\n * create bezier spline from catmull rom spline\n * @param {Array} crp Catmull Rom Points\n * @param {boolean} z Spline is loop\n * @param {Array} constraint Constraint\n */\nfunction catmullRom2Bezier(crp, z, constraint) {\n if (z === void 0) { z = false; }\n if (constraint === void 0) { constraint = [\n [0, 0],\n [1, 1],\n ]; }\n var isLoop = !!z;\n var pointList = [];\n for (var i = 0, l = crp.length; i < l; i += 2) {\n pointList.push([crp[i], crp[i + 1]]);\n }\n var controlPointList = smoothBezier(pointList, 0.4, isLoop, constraint);\n var len = pointList.length;\n var d1 = [];\n var cp1;\n var cp2;\n var p;\n for (var i = 0; i < len - 1; i += 1) {\n cp1 = controlPointList[i * 2];\n cp2 = controlPointList[i * 2 + 1];\n p = pointList[i + 1];\n d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]);\n }\n if (isLoop) {\n cp1 = controlPointList[len];\n cp2 = controlPointList[len + 1];\n p = pointList[0];\n d1.push(['C', cp1[0], cp1[1], cp2[0], cp2[1], p[0], p[1]]);\n }\n return d1;\n}\nexport default catmullRom2Bezier;\n//# sourceMappingURL=catmull-rom-2-bezier.js.map","import { isArray } from '@antv/util';\nvar SPACES = '\\x09\\x0a\\x0b\\x0c\\x0d\\x20\\xa0\\u1680\\u180e\\u2000\\u2001\\u2002\\u2003\\u2004\\u2005\\u2006\\u2007\\u2008\\u2009\\u200a\\u202f\\u205f\\u3000\\u2028\\u2029';\nvar PATH_COMMAND = new RegExp('([a-z])[' + SPACES + ',]*((-?\\\\d*\\\\.?\\\\d*(?:e[\\\\-+]?\\\\d+)?[' + SPACES + ']*,?[' + SPACES + ']*)+)', 'ig');\nvar PATH_VALUES = new RegExp('(-?\\\\d*\\\\.?\\\\d*(?:e[\\\\-+]?\\\\d+)?)[' + SPACES + ']*,?[' + SPACES + ']*', 'ig');\n// Parses given path string into an array of arrays of path segments\nexport default function parsePathString(pathString) {\n if (!pathString) {\n return null;\n }\n if (isArray(pathString)) {\n return pathString;\n }\n var paramCounts = {\n a: 7,\n c: 6,\n o: 2,\n h: 1,\n l: 2,\n m: 2,\n r: 4,\n q: 4,\n s: 4,\n t: 2,\n v: 1,\n u: 3,\n z: 0,\n };\n var data = [];\n String(pathString).replace(PATH_COMMAND, function (a, b, c) {\n var params = [];\n var name = b.toLowerCase();\n c.replace(PATH_VALUES, function (a, b) {\n b && params.push(+b);\n });\n if (name === 'm' && params.length > 2) {\n data.push([b].concat(params.splice(0, 2)));\n name = 'l';\n b = b === 'm' ? 'l' : 'L';\n }\n if (name === 'o' && params.length === 1) {\n data.push([b, params[0]]);\n }\n if (name === 'r') {\n data.push([b].concat(params));\n }\n else {\n while (params.length >= paramCounts[name]) {\n data.push([b].concat(params.splice(0, paramCounts[name])));\n if (!paramCounts[name]) {\n break;\n }\n }\n }\n return '';\n });\n return data;\n}\n//# sourceMappingURL=parse-path-string.js.map","import parsePathString from './parse-path-string';\nvar REGEX_MD = /[a-z]/;\nfunction toSymmetry(p, c) {\n return [\n c[0] + (c[0] - p[0]),\n c[1] + (c[1] - p[1]),\n ];\n}\nexport default function pathToAbsolute(pathString) {\n var pathArray = parsePathString(pathString);\n if (!pathArray || !pathArray.length) {\n return [\n ['M', 0, 0],\n ];\n }\n var needProcess = false; // 如果存在小写的命令或者 V,H,T,S 则需要处理\n for (var i = 0; i < pathArray.length; i++) {\n var cmd = pathArray[i][0];\n // 如果存在相对位置的命令,则中断返回\n if (REGEX_MD.test(cmd) || ['V', 'H', 'T', 'S'].indexOf(cmd) >= 0) {\n needProcess = true;\n break;\n }\n }\n // 如果不存在相对命令,则直接返回\n // 如果在业务上都写绝对路径,这种方式最快,仅做了一次检测\n if (!needProcess) {\n return pathArray;\n }\n var res = [];\n var x = 0;\n var y = 0;\n var mx = 0;\n var my = 0;\n var start = 0;\n var pa0;\n var dots;\n var first = pathArray[0];\n if (first[0] === 'M' || first[0] === 'm') {\n x = +first[1];\n y = +first[2];\n mx = x;\n my = y;\n start++;\n res[0] = ['M', x, y];\n }\n for (var i = start, ii = pathArray.length; i < ii; i++) {\n var pa = pathArray[i];\n var preParams = res[i - 1]; // 取前一个已经处理后的节点,否则会出现问题\n var r = [];\n var cmd = pa[0];\n var upCmd = cmd.toUpperCase();\n if (cmd !== upCmd) {\n r[0] = upCmd;\n switch (upCmd) {\n case 'A':\n r[1] = pa[1];\n r[2] = pa[2];\n r[3] = pa[3];\n r[4] = pa[4];\n r[5] = pa[5];\n r[6] = +pa[6] + x;\n r[7] = +pa[7] + y;\n break;\n case 'V':\n r[1] = +pa[1] + y;\n break;\n case 'H':\n r[1] = +pa[1] + x;\n break;\n case 'M':\n mx = +pa[1] + x;\n my = +pa[2] + y;\n r[1] = mx;\n r[2] = my;\n break; // for lint\n default:\n for (var j = 1, jj = pa.length; j < jj; j++) {\n r[j] = +pa[j] + ((j % 2) ? x : y);\n }\n }\n }\n else { // 如果本来已经大写,则不处理\n r = pathArray[i];\n }\n // 需要在外面统一做,同时处理 V,H,S,T 等特殊指令\n switch (upCmd) {\n case 'Z':\n x = +mx;\n y = +my;\n break;\n case 'H':\n x = r[1];\n r = ['L', x, y];\n break;\n case 'V':\n y = r[1];\n r = ['L', x, y];\n break;\n case 'T':\n x = r[1];\n y = r[2];\n // 以 x, y 为中心的,上一个控制点的对称点\n // 需要假设上一个节点的命令为 Q\n var symetricT = toSymmetry([preParams[1], preParams[2]], [preParams[3], preParams[4]]);\n r = ['Q', symetricT[0], symetricT[1], x, y];\n break;\n case 'S':\n x = r[r.length - 2];\n y = r[r.length - 1];\n // 以 x,y 为中心,取上一个控制点,\n // 需要假设上一个线段为 C 或者 S\n var length_1 = preParams.length;\n var symetricS = toSymmetry([preParams[length_1 - 4], preParams[length_1 - 3]], [preParams[length_1 - 2], preParams[length_1 - 1]]);\n r = ['C', symetricS[0], symetricS[1], r[1], r[2], x, y];\n break;\n case 'M':\n mx = r[r.length - 2];\n my = r[r.length - 1];\n break; // for lint\n default:\n x = r[r.length - 2];\n y = r[r.length - 1];\n }\n res.push(r);\n }\n return res;\n}\n//# sourceMappingURL=path-2-absolute.js.map","import { mod, toRadian } from '@antv/util';\n// 向量长度\nfunction vMag(v) {\n return Math.sqrt(v[0] * v[0] + v[1] * v[1]);\n}\n// u.v/|u||v|,计算夹角的余弦值\nfunction vRatio(u, v) {\n // 当存在一个向量的长度为 0 时,夹角也为 0,即夹角的余弦值为 1\n return vMag(u) * vMag(v) ? (u[0] * v[0] + u[1] * v[1]) / (vMag(u) * vMag(v)) : 1;\n}\n// 向量角度\nfunction vAngle(u, v) {\n return (u[0] * v[1] < u[1] * v[0] ? -1 : 1) * Math.acos(vRatio(u, v));\n}\n/**\n * 判断两个点是否重合,点坐标的格式为 [x, y]\n * @param {Array} point1 第一个点\n * @param {Array} point2 第二个点\n */\nexport function isSamePoint(point1, point2) {\n return point1[0] === point2[0] && point1[1] === point2[1];\n}\n// A 0:rx 1:ry 2:x-axis-rotation 3:large-arc-flag 4:sweep-flag 5: x 6: y\nexport default function getArcParams(startPoint, params) {\n var rx = params[1];\n var ry = params[2];\n var xRotation = mod(toRadian(params[3]), Math.PI * 2);\n var arcFlag = params[4];\n var sweepFlag = params[5];\n // 弧形起点坐标\n var x1 = startPoint[0];\n var y1 = startPoint[1];\n // 弧形终点坐标\n var x2 = params[6];\n var y2 = params[7];\n var xp = (Math.cos(xRotation) * (x1 - x2)) / 2.0 + (Math.sin(xRotation) * (y1 - y2)) / 2.0;\n var yp = (-1 * Math.sin(xRotation) * (x1 - x2)) / 2.0 + (Math.cos(xRotation) * (y1 - y2)) / 2.0;\n var lambda = (xp * xp) / (rx * rx) + (yp * yp) / (ry * ry);\n if (lambda > 1) {\n rx *= Math.sqrt(lambda);\n ry *= Math.sqrt(lambda);\n }\n var diff = rx * rx * (yp * yp) + ry * ry * (xp * xp);\n var f = diff ? Math.sqrt((rx * rx * (ry * ry) - diff) / diff) : 1;\n if (arcFlag === sweepFlag) {\n f *= -1;\n }\n if (isNaN(f)) {\n f = 0;\n }\n // 旋转前的起点坐标,且当长半轴和短半轴的长度为 0 时,坐标按 (0, 0) 处理\n var cxp = ry ? (f * rx * yp) / ry : 0;\n var cyp = rx ? (f * -ry * xp) / rx : 0;\n // 椭圆圆心坐标\n var cx = (x1 + x2) / 2.0 + Math.cos(xRotation) * cxp - Math.sin(xRotation) * cyp;\n var cy = (y1 + y2) / 2.0 + Math.sin(xRotation) * cxp + Math.cos(xRotation) * cyp;\n // 起始点的单位向量\n var u = [(xp - cxp) / rx, (yp - cyp) / ry];\n // 终止点的单位向量\n var v = [(-1 * xp - cxp) / rx, (-1 * yp - cyp) / ry];\n // 计算起始点和圆心的连线,与 x 轴正方向的夹角\n var theta = vAngle([1, 0], u);\n // 计算圆弧起始点和终止点与椭圆圆心连线的夹角\n var dTheta = vAngle(u, v);\n if (vRatio(u, v) <= -1) {\n dTheta = Math.PI;\n }\n if (vRatio(u, v) >= 1) {\n dTheta = 0;\n }\n if (sweepFlag === 0 && dTheta > 0) {\n dTheta = dTheta - 2 * Math.PI;\n }\n if (sweepFlag === 1 && dTheta < 0) {\n dTheta = dTheta + 2 * Math.PI;\n }\n return {\n cx: cx,\n cy: cy,\n // 弧形的起点和终点相同时,长轴和短轴的长度按 0 处理\n rx: isSamePoint(startPoint, [x2, y2]) ? 0 : rx,\n ry: isSamePoint(startPoint, [x2, y2]) ? 0 : ry,\n startAngle: theta,\n endAngle: theta + dTheta,\n xRotation: xRotation,\n arcFlag: arcFlag,\n sweepFlag: sweepFlag,\n };\n}\n//# sourceMappingURL=get-arc-params.js.map","import getArcParams from './get-arc-params';\nimport { isSamePoint } from './get-arc-params';\nimport parsePath from './parse-path';\n// 点对称\nfunction toSymmetry(point, center) {\n return [center[0] + (center[0] - point[0]), center[1] + (center[1] - point[1])];\n}\nexport default function getSegments(path) {\n path = parsePath(path);\n var segments = [];\n var currentPoint = null; // 当前图形\n var nextParams = null; // 下一节点的 path 参数\n var startMovePoint = null; // 开始 M 的点,可能会有多个\n var lastStartMovePointIndex = 0; // 最近一个开始点 M 的索引\n var count = path.length;\n for (var i = 0; i < count; i++) {\n var params = path[i];\n nextParams = path[i + 1];\n var command = params[0];\n // 数学定义上的参数,便于后面的计算\n var segment = {\n command: command,\n prePoint: currentPoint,\n params: params,\n startTangent: null,\n endTangent: null,\n };\n switch (command) {\n case 'M':\n startMovePoint = [params[1], params[2]];\n lastStartMovePointIndex = i;\n break;\n case 'A':\n var arcParams = getArcParams(currentPoint, params);\n segment['arcParams'] = arcParams;\n break;\n default:\n break;\n }\n if (command === 'Z') {\n // 有了 Z 后,当前节点从开始 M 的点开始\n currentPoint = startMovePoint;\n // 如果当前点的命令为 Z,相当于当前点为最近一个 M 点,则下一个点直接指向最近一个 M 点的下一个点\n nextParams = path[lastStartMovePointIndex + 1];\n }\n else {\n var len = params.length;\n currentPoint = [params[len - 2], params[len - 1]];\n }\n if (nextParams && nextParams[0] === 'Z') {\n // 如果下一个点的命令为 Z,则下一个点直接指向最近一个 M 点\n nextParams = path[lastStartMovePointIndex];\n if (segments[lastStartMovePointIndex]) {\n // 如果下一个点的命令为 Z,则最近一个 M 点的前一个点为当前点\n segments[lastStartMovePointIndex].prePoint = currentPoint;\n }\n }\n segment['currentPoint'] = currentPoint;\n // 如果当前点与最近一个 M 点相同,则最近一个 M 点的前一个点为当前点的前一个点\n if (segments[lastStartMovePointIndex] &&\n isSamePoint(currentPoint, segments[lastStartMovePointIndex].currentPoint)) {\n segments[lastStartMovePointIndex].prePoint = segment.prePoint;\n }\n var nextPoint = nextParams ? [nextParams[nextParams.length - 2], nextParams[nextParams.length - 1]] : null;\n segment['nextPoint'] = nextPoint;\n // Add startTangent and endTangent\n var prePoint = segment.prePoint;\n if (['L', 'H', 'V'].includes(command)) {\n segment.startTangent = [prePoint[0] - currentPoint[0], prePoint[1] - currentPoint[1]];\n segment.endTangent = [currentPoint[0] - prePoint[0], currentPoint[1] - prePoint[1]];\n }\n else if (command === 'Q') {\n // 二次贝塞尔曲线只有一个控制点\n var cp = [params[1], params[2]];\n // 二次贝塞尔曲线的终点为 currentPoint\n segment.startTangent = [prePoint[0] - cp[0], prePoint[1] - cp[1]];\n segment.endTangent = [currentPoint[0] - cp[0], currentPoint[1] - cp[1]];\n }\n else if (command === 'T') {\n var preSegment = segments[i - 1];\n var cp = toSymmetry(preSegment.currentPoint, prePoint);\n if (preSegment.command === 'Q') {\n segment.command = 'Q';\n segment.startTangent = [prePoint[0] - cp[0], prePoint[1] - cp[1]];\n segment.endTangent = [currentPoint[0] - cp[0], currentPoint[1] - cp[1]];\n }\n else {\n segment.command = 'TL';\n segment.startTangent = [prePoint[0] - currentPoint[0], prePoint[1] - currentPoint[1]];\n segment.endTangent = [currentPoint[0] - prePoint[0], currentPoint[1] - prePoint[1]];\n }\n }\n else if (command === 'C') {\n // 三次贝塞尔曲线有两个控制点\n var cp1 = [params[1], params[2]];\n var cp2 = [params[3], params[4]];\n segment.startTangent = [prePoint[0] - cp1[0], prePoint[1] - cp1[1]];\n segment.endTangent = [currentPoint[0] - cp2[0], currentPoint[1] - cp2[1]];\n // horizontal line, eg. ['C', 100, 100, 100, 100, 200, 200]\n if (segment.startTangent[0] === 0 && segment.startTangent[1] === 0) {\n segment.startTangent = [cp1[0] - cp2[0], cp1[1] - cp2[1]];\n }\n if (segment.endTangent[0] === 0 && segment.endTangent[1] === 0) {\n segment.endTangent = [cp2[0] - cp1[0], cp2[1] - cp1[1]];\n }\n }\n else if (command === 'S') {\n var preSegment = segments[i - 1];\n var cp1 = toSymmetry(preSegment.currentPoint, prePoint);\n var cp2 = [params[1], params[2]];\n if (preSegment.command === 'C') {\n segment.command = 'C'; // 将 S 命令变换为 C 命令\n segment.startTangent = [prePoint[0] - cp1[0], prePoint[1] - cp1[1]];\n segment.endTangent = [currentPoint[0] - cp2[0], currentPoint[1] - cp2[1]];\n }\n else {\n segment.command = 'SQ'; // 将 S 命令变换为 SQ 命令\n segment.startTangent = [prePoint[0] - cp2[0], prePoint[1] - cp2[1]];\n segment.endTangent = [currentPoint[0] - cp2[0], currentPoint[1] - cp2[1]];\n }\n }\n else if (command === 'A') {\n var d = 0.001;\n var _a = segment['arcParams'] || {}, _b = _a.cx, cx = _b === void 0 ? 0 : _b, _c = _a.cy, cy = _c === void 0 ? 0 : _c, _d = _a.rx, rx = _d === void 0 ? 0 : _d, _e = _a.ry, ry = _e === void 0 ? 0 : _e, _f = _a.sweepFlag, sweepFlag = _f === void 0 ? 0 : _f, _g = _a.startAngle, startAngle = _g === void 0 ? 0 : _g, _h = _a.endAngle, endAngle = _h === void 0 ? 0 : _h;\n if (sweepFlag === 0) {\n d *= -1;\n }\n var dx1 = rx * Math.cos(startAngle - d) + cx;\n var dy1 = ry * Math.sin(startAngle - d) + cy;\n segment.startTangent = [dx1 - startMovePoint[0], dy1 - startMovePoint[1]];\n var dx2 = rx * Math.cos(startAngle + endAngle + d) + cx;\n var dy2 = ry * Math.sin(startAngle + endAngle - d) + cy;\n segment.endTangent = [prePoint[0] - dx2, prePoint[1] - dy2];\n }\n segments.push(segment);\n }\n return segments;\n}\n//# sourceMappingURL=path-2-segments.js.map","var isBetween = function (value, min, max) { return value >= min && value <= max; };\nexport default function getLineIntersect(p0, p1, p2, p3) {\n var tolerance = 0.001;\n var E = {\n x: p2.x - p0.x,\n y: p2.y - p0.y,\n };\n var D0 = {\n x: p1.x - p0.x,\n y: p1.y - p0.y,\n };\n var D1 = {\n x: p3.x - p2.x,\n y: p3.y - p2.y,\n };\n var kross = D0.x * D1.y - D0.y * D1.x;\n var sqrKross = kross * kross;\n var sqrLen0 = D0.x * D0.x + D0.y * D0.y;\n var sqrLen1 = D1.x * D1.x + D1.y * D1.y;\n var point = null;\n if (sqrKross > tolerance * sqrLen0 * sqrLen1) {\n var s = (E.x * D1.y - E.y * D1.x) / kross;\n var t = (E.x * D0.y - E.y * D0.x) / kross;\n if (isBetween(s, 0, 1) && isBetween(t, 0, 1)) {\n point = {\n x: p0.x + s * D0.x,\n y: p0.y + s * D0.y,\n };\n }\n }\n return point;\n}\n;\n//# sourceMappingURL=get-line-intersect.js.map","/**\n * @fileoverview 判断点是否在多边形内\n * @author dxq613@gmail.com\n */\n// 多边形的射线检测,参考:https://blog.csdn.net/WilliamSun0122/article/details/77994526\nvar tolerance = 1e-6;\n// 三态函数,判断两个double在eps精度下的大小关系\nfunction dcmp(x) {\n if (Math.abs(x) < tolerance) {\n return 0;\n }\n return x < 0 ? -1 : 1;\n}\n// 判断点Q是否在p1和p2的线段上\nfunction onSegment(p1, p2, q) {\n if ((q[0] - p1[0]) * (p2[1] - p1[1]) === (p2[0] - p1[0]) * (q[1] - p1[1]) &&\n Math.min(p1[0], p2[0]) <= q[0] &&\n q[0] <= Math.max(p1[0], p2[0]) &&\n Math.min(p1[1], p2[1]) <= q[1] &&\n q[1] <= Math.max(p1[1], p2[1])) {\n return true;\n }\n return false;\n}\n// 判断点P在多边形内-射线法\nexport default function isInPolygon(points, x, y) {\n var isHit = false;\n var n = points.length;\n if (n <= 2) {\n // svg 中点小于 3 个时,不显示,也无法被拾取\n return false;\n }\n for (var i = 0; i < n; i++) {\n var p1 = points[i];\n var p2 = points[(i + 1) % n];\n if (onSegment(p1, p2, [x, y])) {\n // 点在多边形一条边上\n return true;\n }\n // 前一个判断min(p1[1],p2[1])