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src/scene/graphics/shared/GraphicsContext.ts
1 284 строки
46 KB
Mat Groves
fix: return valid empty bounds from empty Graphics (#11908)
05 мар 2026, 19:19
Не верифицирован
05 мар 2026, 19:19
c24a9ca
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/* eslint-disable max-len */ import EventEmitter from 'eventemitter3'; import { Color, type ColorSource } from '../../../color/Color'; import { Matrix } from '../../../maths/matrix/Matrix'; import { Point } from '../../../maths/point/Point'; import { type GCable, type GCData } from '../../../rendering/renderers/shared/GCSystem'; import { Texture } from '../../../rendering/renderers/shared/texture/Texture'; import { uid } from '../../../utils/data/uid'; import { deprecation, v8_0_0 } from '../../../utils/logging/deprecation'; import { Bounds } from '../../container/bounds/Bounds'; import { type GpuGraphicsContext } from './GraphicsContextSystem'; import { GraphicsPath } from './path/GraphicsPath'; import { SVGParser } from './svg/SVGParser'; import { toFillStyle, toStrokeStyle } from './utils/convertFillInputToFillStyle'; import { getMaxMiterRatio } from './utils/getMaxMiterRatio'; import type { PointData } from '../../../maths/point/PointData'; import type { Shader } from '../../../rendering/renderers/shared/shader/Shader'; import type { TextureDestroyOptions, TypeOrBool } from '../../container/destroyTypes'; import type { ConvertedFillStyle, ConvertedStrokeStyle, FillInput, StrokeInput } from './FillTypes'; import type { RoundedPoint } from './path/roundShape'; const tmpPoint = new Point(); /** * The mode for batching graphics instructions. * * It can be: * - 'auto': Automatically determines whether to batch based on the number of instructions. * - 'batch': Forces batching of all instructions. * - 'no-batch': Disables batching, processing each instruction individually. * @category scene * @advanced */ export type BatchMode = 'auto' | 'batch' | 'no-batch'; /** @internal */ export interface FillInstruction { action: 'fill' | 'cut' data: { style: ConvertedFillStyle, path: GraphicsPath, hole?: GraphicsPath } } /** @internal */ export interface StrokeInstruction { action: 'stroke' data: { style: ConvertedStrokeStyle, path: GraphicsPath, hole?: GraphicsPath } } /** @internal */ export interface TextureInstruction { action: 'texture' data: { image: Texture, dx: number dy: number dw: number dh: number transform: Matrix alpha: number style: number, } } /** @internal */ export type GraphicsInstructions = FillInstruction | StrokeInstruction | TextureInstruction; const tempMatrix = new Matrix(); /** * The GraphicsContext class allows for the creation of lightweight objects that contain instructions for drawing shapes and paths. * It is used internally by the Graphics class to draw shapes and paths, and can be used directly and shared between Graphics objects, * * This sharing of a `GraphicsContext` means that the intensive task of converting graphics instructions into GPU-ready geometry is done once, and the results are reused, * much like sprites reusing textures. * @category scene * @standard */ export class GraphicsContext extends EventEmitter<{ update: GraphicsContext destroy: GraphicsContext unload: GraphicsContext }> implements GCable { /** @internal */ public _gpuData: Record<number | string, GpuGraphicsContext> = Object.create(null); /** @internal */ public _gcData?: GCData; /** If set to true, the resource will be garbage collected automatically when it is not used. */ public autoGarbageCollect = true; /** @internal */ public _gcLastUsed = -1; /** The default fill style to use when none is provided. */ public static defaultFillStyle: ConvertedFillStyle = { /** The color to use for the fill. */ color: 0xffffff, /** The alpha value to use for the fill. */ alpha: 1, /** The texture to use for the fill. */ texture: Texture.WHITE, /** The matrix to apply. */ matrix: null, /** The fill pattern to use. */ fill: null, /** Whether coordinates are 'global' or 'local' */ textureSpace: 'local', }; /** The default stroke style to use when none is provided. */ public static defaultStrokeStyle: ConvertedStrokeStyle = { /** The width of the stroke. */ width: 1, /** The color to use for the stroke. */ color: 0xffffff, /** The alpha value to use for the stroke. */ alpha: 1, /** The alignment of the stroke. */ alignment: 0.5, /** The miter limit to use. */ miterLimit: 10, /** The line cap style to use. */ cap: 'butt', /** The line join style to use. */ join: 'miter', /** The texture to use for the fill. */ texture: Texture.WHITE, /** The matrix to apply. */ matrix: null, /** The fill pattern to use. */ fill: null, /** Whether coordinates are 'global' or 'local' */ textureSpace: 'local', /** If the stroke is a pixel line. */ pixelLine: false, }; /** * unique id for this graphics context * @internal */ public readonly uid: number = uid('graphicsContext'); /** * Indicates whether content is updated and have to be re-rendered. * @internal */ public dirty = true; /** The batch mode for this graphics context. It can be 'auto', 'batch', or 'no-batch'. */ public batchMode: BatchMode = 'auto'; /** @internal */ public instructions: GraphicsInstructions[] = []; /** * Custom shader to apply to the graphics when rendering. * @advanced */ public customShader?: Shader; /** Whether the graphics context has been destroyed. */ public destroyed = false; private _activePath: GraphicsPath = new GraphicsPath(); private _transform: Matrix = new Matrix(); private _fillStyle: ConvertedFillStyle = { ...GraphicsContext.defaultFillStyle }; private _strokeStyle: ConvertedStrokeStyle = { ...GraphicsContext.defaultStrokeStyle }; private _stateStack: { fillStyle: ConvertedFillStyle; strokeStyle: ConvertedStrokeStyle, transform: Matrix }[] = []; private _tick = 0; private _bounds = new Bounds(); private _boundsDirty = true; /** * Creates a new GraphicsContext object that is a clone of this instance, copying all properties, * including the current drawing state, transformations, styles, and instructions. * @returns A new GraphicsContext instance with the same properties and state as this one. */ public clone(): GraphicsContext { const clone = new GraphicsContext(); clone.batchMode = this.batchMode; clone.instructions = this.instructions.slice(); clone._activePath = this._activePath.clone(); clone._transform = this._transform.clone(); clone._fillStyle = { ...this._fillStyle }; clone._strokeStyle = { ...this._strokeStyle }; clone._stateStack = this._stateStack.slice(); clone._bounds = this._bounds.clone(); clone._boundsDirty = true; return clone; } /** * The current fill style of the graphics context. This can be a color, gradient, pattern, or a more complex style defined by a FillStyle object. */ get fillStyle(): ConvertedFillStyle { return this._fillStyle; } set fillStyle(value: FillInput) { this._fillStyle = toFillStyle(value, GraphicsContext.defaultFillStyle); } /** * The current stroke style of the graphics context. Similar to fill styles, stroke styles can encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object. */ get strokeStyle(): ConvertedStrokeStyle { return this._strokeStyle; } set strokeStyle(value: FillInput) { this._strokeStyle = toStrokeStyle(value, GraphicsContext.defaultStrokeStyle); } /** * Sets the current fill style of the graphics context. The fill style can be a color, gradient, * pattern, or a more complex style defined by a FillStyle object. * @param style - The fill style to apply. This can be a simple color, a gradient or pattern object, * or a FillStyle or ConvertedFillStyle object. * @returns The instance of the current GraphicsContext for method chaining. */ public setFillStyle(style: FillInput): this { this._fillStyle = toFillStyle(style, GraphicsContext.defaultFillStyle); return this; } /** * Sets the current stroke style of the graphics context. Similar to fill styles, stroke styles can * encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object. * @param style - The stroke style to apply. Can be defined as a color, a gradient or pattern, * or a StrokeStyle or ConvertedStrokeStyle object. * @returns The instance of the current GraphicsContext for method chaining. */ public setStrokeStyle(style: StrokeInput): this { this._strokeStyle = toFillStyle(style, GraphicsContext.defaultStrokeStyle) as ConvertedStrokeStyle; return this; } /** * Adds a texture to the graphics context. This method supports multiple overloads for specifying the texture. * If only a texture is provided, it uses the texture's width and height for drawing. * @param texture - The Texture object to use. * @returns The instance of the current GraphicsContext for method chaining. */ public texture(texture: Texture): this; /** * Adds a texture to the graphics context. This method supports multiple overloads for specifying the texture, * tint, and dimensions. If only a texture is provided, it uses the texture's width and height for drawing. * Additional parameters allow for specifying a tint color, and custom dimensions for the texture drawing area. * @param texture - The Texture object to use. * @param tint - (Optional) A ColorSource to tint the texture. If not provided, defaults to white (0xFFFFFF). * @param dx - (Optional) The x-coordinate in the destination canvas at which to place the top-left corner of * the source image. * @param dy - (Optional) The y-coordinate in the destination canvas at which to place the top-left corner of * the source image. * @param dw - (Optional) The width of the rectangle within the source image to draw onto the destination canvas. * If not provided, uses the texture's frame width. * @param dh - (Optional) The height of the rectangle within the source image to draw onto the destination canvas. * If not provided, uses the texture's frame height. * @returns The instance of the current GraphicsContext for method chaining. */ public texture(texture: Texture, tint?: ColorSource, dx?: number, dy?: number, dw?: number, dh?: number): this; public texture(texture: Texture, tint?: ColorSource, dx?: number, dy?: number, dw?: number, dh?: number): this { this.instructions.push({ action: 'texture', data: { image: texture, dx: dx || 0, dy: dy || 0, dw: dw || texture.frame.width, dh: dh || texture.frame.height, transform: this._transform.clone(), alpha: this._fillStyle.alpha, style: (tint || tint === 0) ? Color.shared.setValue(tint).toNumber() : 0xFFFFFF, } }); this.onUpdate(); return this; } /** * Resets the current path. Any previous path and its commands are discarded and a new path is * started. This is typically called before beginning a new shape or series of drawing commands. * @returns The instance of the current GraphicsContext for method chaining. */ public beginPath(): this { this._activePath = new GraphicsPath(); return this; } /** * Fills the current or given path with the current fill style. This method can optionally take * a color and alpha for a simple fill, or a more complex FillInput object for advanced fills. * @param style - (Optional) The style to fill the path with. Can be a color, gradient, pattern, or a complex style object. If omitted, uses the current fill style. * @returns The instance of the current GraphicsContext for method chaining. */ public fill(style?: FillInput): this; /** @deprecated 8.0.0 */ public fill(color: ColorSource, alpha: number): this; public fill(style?: FillInput, alpha?: number): this { let path: GraphicsPath; const lastInstruction = this.instructions[this.instructions.length - 1]; if (this._tick === 0 && lastInstruction?.action === 'stroke') { path = lastInstruction.data.path; } else { path = this._activePath.clone(); } if (!path) return this; // eslint-disable-next-line no-eq-null, eqeqeq if (style != null) { if (alpha !== undefined && typeof style === 'number') { // #if _DEBUG deprecation(v8_0_0, 'GraphicsContext.fill(color, alpha) is deprecated, use GraphicsContext.fill({ color, alpha }) instead'); // #endif style = { color: style, alpha }; } this._fillStyle = toFillStyle(style, GraphicsContext.defaultFillStyle); } // TODO not a fan of the clone!! this.instructions.push({ action: 'fill', // TODO copy fill style! data: { style: this.fillStyle, path } }); this.onUpdate(); this._initNextPathLocation(); this._tick = 0; return this; } private _initNextPathLocation() { // Reset the _activePath with the last point of the current path const { x, y } = this._activePath.getLastPoint(Point.shared); this._activePath.clear(); this._activePath.moveTo(x, y); } /** * Strokes the current path with the current stroke style. This method can take an optional * FillInput parameter to define the stroke's appearance, including its color, width, and other properties. * @param style - (Optional) The stroke style to apply. Can be defined as a simple color or a more complex style object. If omitted, uses the current stroke style. * @returns The instance of the current GraphicsContext for method chaining. */ public stroke(style?: StrokeInput): this { let path: GraphicsPath; const lastInstruction = this.instructions[this.instructions.length - 1]; if (this._tick === 0 && lastInstruction?.action === 'fill') { path = lastInstruction.data.path; } else { path = this._activePath.clone(); } if (!path) return this; // eslint-disable-next-line no-eq-null, eqeqeq if (style != null) { this._strokeStyle = toStrokeStyle(style, GraphicsContext.defaultStrokeStyle); } // TODO not a fan of the clone!! this.instructions.push({ action: 'stroke', // TODO copy fill style! data: { style: this.strokeStyle, path } }); this.onUpdate(); this._initNextPathLocation(); this._tick = 0; return this; } /** * Applies a cutout to the last drawn shape. This is used to create holes or complex shapes by * subtracting a path from the previously drawn path. If a hole is not completely in a shape, it will * fail to cut correctly! * @returns The instance of the current GraphicsContext for method chaining. */ public cut(): this { for (let i = 0; i < 2; i++) { const lastInstruction = this.instructions[this.instructions.length - 1 - i]; const holePath = this._activePath.clone(); if (lastInstruction) { if (lastInstruction.action === 'stroke' || lastInstruction.action === 'fill') { if (lastInstruction.data.hole) { lastInstruction.data.hole.addPath(holePath); } else { lastInstruction.data.hole = holePath; break; } } } } this._initNextPathLocation(); return this; } /** * Adds an arc to the current path, which is centered at (x, y) with the specified radius, * starting and ending angles, and direction. * @param x - The x-coordinate of the arc's center. * @param y - The y-coordinate of the arc's center. * @param radius - The arc's radius. * @param startAngle - The starting angle, in radians. * @param endAngle - The ending angle, in radians. * @param counterclockwise - (Optional) Specifies whether the arc is drawn counterclockwise (true) or clockwise (false). Defaults to false. * @returns The instance of the current GraphicsContext for method chaining. */ public arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, counterclockwise?: boolean): this { this._tick++; const t = this._transform; this._activePath.arc( (t.a * x) + (t.c * y) + t.tx, (t.b * x) + (t.d * y) + t.ty, radius, startAngle, endAngle, counterclockwise, ); return this; } /** * Adds an arc to the current path with the given control points and radius, connected to the previous point * by a straight line if necessary. * @param x1 - The x-coordinate of the first control point. * @param y1 - The y-coordinate of the first control point. * @param x2 - The x-coordinate of the second control point. * @param y2 - The y-coordinate of the second control point. * @param radius - The arc's radius. * @returns The instance of the current GraphicsContext for method chaining. */ public arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): this { this._tick++; const t = this._transform; this._activePath.arcTo( (t.a * x1) + (t.c * y1) + t.tx, (t.b * x1) + (t.d * y1) + t.ty, (t.a * x2) + (t.c * y2) + t.tx, (t.b * x2) + (t.d * y2) + t.ty, radius, ); return this; } /** * Adds an SVG-style arc to the path, allowing for elliptical arcs based on the SVG spec. * @param rx - The x-radius of the ellipse. * @param ry - The y-radius of the ellipse. * @param xAxisRotation - The rotation of the ellipse's x-axis relative * to the x-axis of the coordinate system, in degrees. * @param largeArcFlag - Determines if the arc should be greater than or less than 180 degrees. * @param sweepFlag - Determines if the arc should be swept in a positive angle direction. * @param x - The x-coordinate of the arc's end point. * @param y - The y-coordinate of the arc's end point. * @returns The instance of the current object for chaining. */ public arcToSvg( rx: number, ry: number, xAxisRotation: number, largeArcFlag: number, sweepFlag: number, x: number, y: number ): this { this._tick++; const t = this._transform; this._activePath.arcToSvg( rx, ry, xAxisRotation, // should we rotate this with transform?? largeArcFlag, sweepFlag, (t.a * x) + (t.c * y) + t.tx, (t.b * x) + (t.d * y) + t.ty, ); return this; } /** * Adds a cubic Bezier curve to the path. * It requires three points: the first two are control points and the third one is the end point. * The starting point is the last point in the current path. * @param cp1x - The x-coordinate of the first control point. * @param cp1y - The y-coordinate of the first control point. * @param cp2x - The x-coordinate of the second control point. * @param cp2y - The y-coordinate of the second control point. * @param x - The x-coordinate of the end point. * @param y - The y-coordinate of the end point. * @param smoothness - Optional parameter to adjust the smoothness of the curve. * @returns The instance of the current object for chaining. */ public bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, smoothness?: number): this { this._tick++; // TODO optimize for no transform const t = this._transform; this._activePath.bezierCurveTo( (t.a * cp1x) + (t.c * cp1y) + t.tx, (t.b * cp1x) + (t.d * cp1y) + t.ty, (t.a * cp2x) + (t.c * cp2y) + t.tx, (t.b * cp2x) + (t.d * cp2y) + t.ty, (t.a * x) + (t.c * y) + t.tx, (t.b * x) + (t.d * y) + t.ty, smoothness, ); return this; } /** * Closes the current path by drawing a straight line back to the start. * If the shape is already closed or there are no points in the path, this method does nothing. * @returns The instance of the current object for chaining. */ public closePath(): this { this._tick++; this._activePath?.closePath(); return this; } /** * Draws an ellipse at the specified location and with the given x and y radii. * An optional transformation can be applied, allowing for rotation, scaling, and translation. * @param x - The x-coordinate of the center of the ellipse. * @param y - The y-coordinate of the center of the ellipse. * @param radiusX - The horizontal radius of the ellipse. * @param radiusY - The vertical radius of the ellipse. * @returns The instance of the current object for chaining. */ public ellipse(x: number, y: number, radiusX: number, radiusY: number): this { this._tick++; this._activePath.ellipse(x, y, radiusX, radiusY, this._transform.clone()); return this; } /** * Draws a circle shape. This method adds a new circle path to the current drawing. * @param x - The x-coordinate of the center of the circle. * @param y - The y-coordinate of the center of the circle. * @param radius - The radius of the circle. * @returns The instance of the current object for chaining. */ public circle(x: number, y: number, radius: number): this { this._tick++; this._activePath.circle(x, y, radius, this._transform.clone()); return this; } /** * Adds another `GraphicsPath` to this path, optionally applying a transformation. * @param path - The `GraphicsPath` to add. * @returns The instance of the current object for chaining. */ public path(path: GraphicsPath): this { this._tick++; this._activePath.addPath(path, this._transform.clone()); return this; } /** * Connects the current point to a new point with a straight line. This method updates the current path. * @param x - The x-coordinate of the new point to connect to. * @param y - The y-coordinate of the new point to connect to. * @returns The instance of the current object for chaining. */ public lineTo(x: number, y: number): this { this._tick++; const t = this._transform; this._activePath.lineTo( (t.a * x) + (t.c * y) + t.tx, (t.b * x) + (t.d * y) + t.ty ); return this; } /** * Sets the starting point for a new sub-path. Any subsequent drawing commands are considered part of this path. * @param x - The x-coordinate for the starting point. * @param y - The y-coordinate for the starting point. * @returns The instance of the current object for chaining. */ public moveTo(x: number, y: number): this { this._tick++; const t = this._transform; const instructions = this._activePath.instructions; const transformedX = (t.a * x) + (t.c * y) + t.tx; const transformedY = (t.b * x) + (t.d * y) + t.ty; if (instructions.length === 1 && instructions[0].action === 'moveTo') { instructions[0].data[0] = transformedX; instructions[0].data[1] = transformedY; return this; } this._activePath.moveTo( transformedX, transformedY ); return this; } /** * Adds a quadratic curve to the path. It requires two points: the control point and the end point. * The starting point is the last point in the current path. * @param cpx - The x-coordinate of the control point. * @param cpy - The y-coordinate of the control point. * @param x - The x-coordinate of the end point. * @param y - The y-coordinate of the end point. * @param smoothness - Optional parameter to adjust the smoothness of the curve. * @returns The instance of the current object for chaining. */ public quadraticCurveTo(cpx: number, cpy: number, x: number, y: number, smoothness?: number): this { this._tick++; const t = this._transform; this._activePath.quadraticCurveTo( (t.a * cpx) + (t.c * cpy) + t.tx, (t.b * cpx) + (t.d * cpy) + t.ty, (t.a * x) + (t.c * y) + t.tx, (t.b * x) + (t.d * y) + t.ty, smoothness, ); return this; } /** * Draws a rectangle shape. This method adds a new rectangle path to the current drawing. * @param x - The x-coordinate of the top-left corner of the rectangle. * @param y - The y-coordinate of the top-left corner of the rectangle. * @param w - The width of the rectangle. * @param h - The height of the rectangle. * @returns The instance of the current object for chaining. */ public rect(x: number, y: number, w: number, h: number): this { this._tick++; this._activePath.rect(x, y, w, h, this._transform.clone()); return this; } /** * Draws a rectangle with rounded corners. * The corner radius can be specified to determine how rounded the corners should be. * An optional transformation can be applied, which allows for rotation, scaling, and translation of the rectangle. * @param x - The x-coordinate of the top-left corner of the rectangle. * @param y - The y-coordinate of the top-left corner of the rectangle. * @param w - The width of the rectangle. * @param h - The height of the rectangle. * @param radius - The radius of the rectangle's corners. If not specified, corners will be sharp. * @returns The instance of the current object for chaining. */ public roundRect(x: number, y: number, w: number, h: number, radius?: number): this { this._tick++; this._activePath.roundRect(x, y, w, h, radius, this._transform.clone()); return this; } /** * Draws a polygon shape by specifying a sequence of points. This method allows for the creation of complex polygons, * which can be both open and closed. An optional transformation can be applied, enabling the polygon to be scaled, * rotated, or translated as needed. * @param points - An array of numbers, or an array of PointData objects eg [{x,y}, {x,y}, {x,y}] * representing the x and y coordinates, of the polygon's vertices, in sequence. * @param close - A boolean indicating whether to close the polygon path. True by default. */ public poly(points: number[] | PointData[], close?: boolean): this { this._tick++; this._activePath.poly(points, close, this._transform.clone()); return this; } /** * Draws a regular polygon with a specified number of sides. All sides and angles are equal. * @param x - The x-coordinate of the center of the polygon. * @param y - The y-coordinate of the center of the polygon. * @param radius - The radius of the circumscribed circle of the polygon. * @param sides - The number of sides of the polygon. Must be 3 or more. * @param rotation - The rotation angle of the polygon, in radians. Zero by default. * @param transform - An optional `Matrix` object to apply a transformation to the polygon. * @returns The instance of the current object for chaining. */ public regularPoly(x: number, y: number, radius: number, sides: number, rotation = 0, transform?: Matrix): this { this._tick++; this._activePath.regularPoly(x, y, radius, sides, rotation, transform); return this; } /** * Draws a polygon with rounded corners. * Similar to `regularPoly` but with the ability to round the corners of the polygon. * @param x - The x-coordinate of the center of the polygon. * @param y - The y-coordinate of the center of the polygon. * @param radius - The radius of the circumscribed circle of the polygon. * @param sides - The number of sides of the polygon. Must be 3 or more. * @param corner - The radius of the rounding of the corners. * @param rotation - The rotation angle of the polygon, in radians. Zero by default. * @returns The instance of the current object for chaining. */ public roundPoly(x: number, y: number, radius: number, sides: number, corner: number, rotation?: number): this { this._tick++; this._activePath.roundPoly(x, y, radius, sides, corner, rotation); return this; } /** * Draws a shape with rounded corners. This function supports custom radius for each corner of the shape. * Optionally, corners can be rounded using a quadratic curve instead of an arc, providing a different aesthetic. * @param points - An array of `RoundedPoint` representing the corners of the shape to draw. * A minimum of 3 points is required. * @param radius - The default radius for the corners. * This radius is applied to all corners unless overridden in `points`. * @param useQuadratic - If set to true, rounded corners are drawn using a quadraticCurve * method instead of an arc method. Defaults to false. * @param smoothness - Specifies the smoothness of the curve when `useQuadratic` is true. * Higher values make the curve smoother. * @returns The instance of the current object for chaining. */ public roundShape(points: RoundedPoint[], radius: number, useQuadratic?: boolean, smoothness?: number): this { this._tick++; this._activePath.roundShape(points, radius, useQuadratic, smoothness); return this; } /** * Draw Rectangle with fillet corners. This is much like rounded rectangle * however it support negative numbers as well for the corner radius. * @param x - Upper left corner of rect * @param y - Upper right corner of rect * @param width - Width of rect * @param height - Height of rect * @param fillet - accept negative or positive values */ public filletRect(x: number, y: number, width: number, height: number, fillet: number): this { this._tick++; this._activePath.filletRect(x, y, width, height, fillet); return this; } /** * Draw Rectangle with chamfer corners. These are angled corners. * @param x - Upper left corner of rect * @param y - Upper right corner of rect * @param width - Width of rect * @param height - Height of rect * @param chamfer - non-zero real number, size of corner cutout * @param transform */ public chamferRect(x: number, y: number, width: number, height: number, chamfer: number, transform?: Matrix): this { this._tick++; this._activePath.chamferRect(x, y, width, height, chamfer, transform); return this; } /** * Draws a star shape centered at a specified location. This method allows for the creation * of stars with a variable number of points, outer radius, optional inner radius, and rotation. * The star is drawn as a closed polygon with alternating outer and inner vertices to create the star's points. * An optional transformation can be applied to scale, rotate, or translate the star as needed. * @param x - The x-coordinate of the center of the star. * @param y - The y-coordinate of the center of the star. * @param points - The number of points of the star. * @param radius - The outer radius of the star (distance from the center to the outer points). * @param innerRadius - Optional. The inner radius of the star * (distance from the center to the inner points between the outer points). * If not provided, defaults to half of the `radius`. * @param rotation - Optional. The rotation of the star in radians, where 0 is aligned with the y-axis. * Defaults to 0, meaning one point is directly upward. * @returns The instance of the current object for chaining further drawing commands. */ public star(x: number, y: number, points: number, radius: number, innerRadius = 0, rotation = 0): this { this._tick++; this._activePath.star(x, y, points, radius, innerRadius, rotation, this._transform.clone()); return this; } /** * Parses and renders an SVG string into the graphics context. This allows for complex shapes and paths * defined in SVG format to be drawn within the graphics context. * @param svg - The SVG string to be parsed and rendered. */ public svg(svg: string): this { this._tick++; SVGParser(svg, this); return this; } /** * Restores the most recently saved graphics state by popping the top of the graphics state stack. * This includes transformations, fill styles, and stroke styles. */ public restore(): this { const state = this._stateStack.pop(); if (state) { this._transform = state.transform; this._fillStyle = state.fillStyle; this._strokeStyle = state.strokeStyle; } return this; } /** Saves the current graphics state, including transformations, fill styles, and stroke styles, onto a stack. */ public save(): this { this._stateStack.push({ transform: this._transform.clone(), fillStyle: { ...this._fillStyle }, strokeStyle: { ...this._strokeStyle }, }); return this; } /** * Returns the current transformation matrix of the graphics context. * @returns The current transformation matrix. */ public getTransform(): Matrix { return this._transform; } /** * Resets the current transformation matrix to the identity matrix, effectively removing any transformations (rotation, scaling, translation) previously applied. * @returns The instance of the current GraphicsContext for method chaining. */ public resetTransform(): this { this._transform.identity(); return this; } /** * Applies a rotation transformation to the graphics context around the current origin. * @param angle - The angle of rotation in radians. * @returns The instance of the current GraphicsContext for method chaining. */ public rotate(angle: number): this { this._transform.rotate(angle); return this; } /** * Applies a scaling transformation to the graphics context, scaling drawings by x horizontally and by y vertically. * @param x - The scale factor in the horizontal direction. * @param y - (Optional) The scale factor in the vertical direction. If not specified, the x value is used for both directions. * @returns The instance of the current GraphicsContext for method chaining. */ public scale(x: number, y: number = x): this { this._transform.scale(x, y); return this; } /** * Sets the current transformation matrix of the graphics context to the specified matrix or values. * This replaces the current transformation matrix. * @param transform - The matrix to set as the current transformation matrix. * @returns The instance of the current GraphicsContext for method chaining. */ public setTransform(transform: Matrix): this; /** * Sets the current transformation matrix of the graphics context to the specified matrix or values. * This replaces the current transformation matrix. * @param a - The value for the a property of the matrix, or a Matrix object to use directly. * @param b - The value for the b property of the matrix. * @param c - The value for the c property of the matrix. * @param d - The value for the d property of the matrix. * @param dx - The value for the tx (translate x) property of the matrix. * @param dy - The value for the ty (translate y) property of the matrix. * @returns The instance of the current GraphicsContext for method chaining. */ public setTransform(a: number, b: number, c: number, d: number, dx: number, dy: number): this; public setTransform(a: number | Matrix, b?: number, c?: number, d?: number, dx?: number, dy?: number): this { if (a instanceof Matrix) { this._transform.set(a.a, a.b, a.c, a.d, a.tx, a.ty); return this; } this._transform.set(a, b, c, d, dx, dy); return this; } /** * Applies the specified transformation matrix to the current graphics context by multiplying * the current matrix with the specified matrix. * @param transform - The matrix to apply to the current transformation. * @returns The instance of the current GraphicsContext for method chaining. */ public transform(transform: Matrix): this; /** * Applies the specified transformation matrix to the current graphics context by multiplying * the current matrix with the specified matrix. * @param a - The value for the a property of the matrix, or a Matrix object to use directly. * @param b - The value for the b property of the matrix. * @param c - The value for the c property of the matrix. * @param d - The value for the d property of the matrix. * @param dx - The value for the tx (translate x) property of the matrix. * @param dy - The value for the ty (translate y) property of the matrix. * @returns The instance of the current GraphicsContext for method chaining. */ public transform(a: number, b: number, c: number, d: number, dx: number, dy: number): this; public transform(a: number | Matrix, b?: number, c?: number, d?: number, dx?: number, dy?: number): this { if (a instanceof Matrix) { this._transform.append(a); return this; } tempMatrix.set(a, b, c, d, dx, dy); this._transform.append(tempMatrix); return this; } /** * Applies a translation transformation to the graphics context, moving the origin by the specified amounts. * @param x - The amount to translate in the horizontal direction. * @param y - (Optional) The amount to translate in the vertical direction. If not specified, the x value is used for both directions. * @returns The instance of the current GraphicsContext for method chaining. */ public translate(x: number, y: number = x): this { this._transform.translate(x, y); return this; } /** * Clears all drawing commands from the graphics context, effectively resetting it. This includes clearing the path, * and optionally resetting transformations to the identity matrix. * @returns The instance of the current GraphicsContext for method chaining. */ public clear(): this { this._activePath.clear(); this.instructions.length = 0; this.resetTransform(); this.onUpdate(); return this; } protected onUpdate(): void { this._boundsDirty = true; this.dirty = true; this.emit('update', this, 0x10); } /** The bounds of the graphic shape. */ get bounds(): Bounds { if (!this._boundsDirty) return this._bounds; this._boundsDirty = false; // TODO switch to idy dirty with tick.. const bounds = this._bounds; bounds.clear(); for (let i = 0; i < this.instructions.length; i++) { const instruction = this.instructions[i]; const action = instruction.action; if (action === 'fill') { const data = instruction.data as FillInstruction['data']; bounds.addBounds(data.path.bounds); } else if (action === 'texture') { const data = instruction.data as TextureInstruction['data']; bounds.addFrame(data.dx, data.dy, data.dx + data.dw, data.dy + data.dh, data.transform); } if (action === 'stroke') { const data = instruction.data as StrokeInstruction['data']; const alignment = data.style.alignment; let outerPadding = (data.style.width * (1 - alignment)); if (data.style.join === 'miter') { outerPadding *= getMaxMiterRatio(data.path, data.style.miterLimit); } const _bounds = data.path.bounds; bounds.addFrame( _bounds.minX - outerPadding, _bounds.minY - outerPadding, _bounds.maxX + outerPadding, _bounds.maxY + outerPadding ); } } if (!bounds.isValid) { bounds.set(0, 0, 0, 0); } return bounds; } /** * Check to see if a point is contained within this geometry. * @param point - Point to check if it's contained. * @returns {boolean} `true` if the point is contained within geometry. */ public containsPoint(point: PointData): boolean { // early out if the bounding box is not hit if (!this.bounds.containsPoint(point.x, point.y)) return false; const instructions = this.instructions; let hasHit = false; for (let k = 0; k < instructions.length; k++) { const instruction = instructions[k]; const data = instruction.data as FillInstruction['data']; const path = data.path; if (!instruction.action || !path) continue; const style = data.style; const shapes = path.shapePath.shapePrimitives; for (let i = 0; i < shapes.length; i++) { const shape = shapes[i].shape; if (!style || !shape) continue; const transform = shapes[i].transform; const transformedPoint = transform ? transform.applyInverse(point, tmpPoint) : point; if (instruction.action === 'fill') { hasHit = shape.contains(transformedPoint.x, transformedPoint.y); } else { const strokeStyle = (style as ConvertedStrokeStyle); hasHit = shape.strokeContains(transformedPoint.x, transformedPoint.y, strokeStyle.width, strokeStyle.alignment); } const holes = data.hole; if (holes) { const holeShapes = holes.shapePath?.shapePrimitives; if (holeShapes) { for (let j = 0; j < holeShapes.length; j++) { if (holeShapes[j].shape.contains(transformedPoint.x, transformedPoint.y)) { hasHit = false; } } } } if (hasHit) { return true; } } } return hasHit; } /** Unloads the GPU data from the graphics context. */ public unload(): void { this.emit('unload', this); for (const key in this._gpuData) { this._gpuData[key]?.destroy(); } this._gpuData = Object.create(null); } /** * Destroys the GraphicsData object. * @param options - Options parameter. A boolean will act as if all options * have been set to that value * @example * context.destroy(); * context.destroy(true); * context.destroy({ texture: true, textureSource: true }); */ public destroy(options: TypeOrBool<TextureDestroyOptions> = false): void { if (this.destroyed) return; this.destroyed = true; this._stateStack.length = 0; this._transform = null; this.unload(); this.emit('destroy', this); this.removeAllListeners(); const destroyTexture = typeof options === 'boolean' ? options : options?.texture; if (destroyTexture) { const destroyTextureSource = typeof options === 'boolean' ? options : options?.textureSource; if (this._fillStyle.texture) { this._fillStyle.fill && 'uid' in this._fillStyle.fill ? this._fillStyle.fill.destroy() : this._fillStyle.texture.destroy(destroyTextureSource); } if (this._strokeStyle.texture) { this._strokeStyle.fill && 'uid' in this._strokeStyle.fill ? this._strokeStyle.fill.destroy() : this._strokeStyle.texture.destroy(destroyTextureSource); } } this._fillStyle = null; this._strokeStyle = null; this.instructions = null; this._activePath = null; this._bounds = null; this._stateStack = null; this.customShader = null; this._transform = null; } }