| Current Path : /home/cbequiperp/www/components/com_flexicontent/librairies/zrender/shape/ |
| Current File : /home/cbequiperp/www/components/com_flexicontent/librairies/zrender/shape/Sector.js |
/**
* 扇形
* @author Kener (@Kener-林峰, kener.linfeng@gmail.com)
* @module zrender/shape/Sector
* @example
* var Sector = require('zrender/shape/Sector');
* var shape = new Sector({
* style: {
* x: 100,
* y: 100,
* r: 60,
* r0: 30,
* startAngle: 0,
* endEngle: 180
* }
* });
* zr.addShape(shape);
*/
/**
* @typedef {Object} ISectorStyle
* @property {number} x 圆心x坐标
* @property {number} y 圆心y坐标
* @property {number} r 外圆半径
* @property {number} [r0=0] 内圆半径,指定后将出现内弧,同时扇边长度为`r - r0`
* @property {number} startAngle 起始角度,`[0, 360)`
* @property {number} endAngle 结束角度,`(0, 360]`
* @property {boolean} [clockWise=false] 是否是顺时针
* @property {string} [brushType='fill']
* @property {string} [color='#000000'] 填充颜色
* @property {string} [strokeColor='#000000'] 描边颜色
* @property {string} [lineCape='butt'] 线帽样式,可以是 butt, round, square
* @property {number} [lineWidth=1] 描边宽度
* @property {number} [opacity=1] 绘制透明度
* @property {number} [shadowBlur=0] 阴影模糊度,大于0有效
* @property {string} [shadowColor='#000000'] 阴影颜色
* @property {number} [shadowOffsetX=0] 阴影横向偏移
* @property {number} [shadowOffsetY=0] 阴影纵向偏移
* @property {string} [text] 图形中的附加文本
* @property {string} [textColor='#000000'] 文本颜色
* @property {string} [textFont] 附加文本样式,eg:'bold 18px verdana'
* @property {string} [textPosition='end'] 附加文本位置, 可以是 inside, left, right, top, bottom
* @property {string} [textAlign] 默认根据textPosition自动设置,附加文本水平对齐。
* 可以是start, end, left, right, center
* @property {string} [textBaseline] 默认根据textPosition自动设置,附加文本垂直对齐。
* 可以是top, bottom, middle, alphabetic, hanging, ideographic
*/
define(
function (require) {
var math = require('../tool/math');
var computeBoundingBox = require('../tool/computeBoundingBox');
var vec2 = require('../tool/vector');
var Base = require('./Base');
var min0 = vec2.create();
var min1 = vec2.create();
var max0 = vec2.create();
var max1 = vec2.create();
/**
* @alias module:zrender/shape/Sector
* @constructor
* @extends module:zrender/shape/Base
* @param {Object} options
*/
var Sector = function (options) {
Base.call(this, options);
/**
* 扇形绘制样式
* @name module:zrender/shape/Sector#style
* @type {module:zrender/shape/Sector~ISectorStyle}
*/
/**
* 扇形高亮绘制样式
* @name module:zrender/shape/Sector#highlightStyle
* @type {module:zrender/shape/Sector~ISectorStyle}
*/
};
Sector.prototype = {
type: 'sector',
/**
* 创建扇形路径
* @param {CanvasRenderingContext2D} ctx
* @param {module:zrender/shape/Sector~ISectorStyle} style
*/
buildPath : function (ctx, style) {
var x = style.x; // 圆心x
var y = style.y; // 圆心y
var r0 = style.r0 || 0; // 形内半径[0,r)
var r = style.r; // 扇形外半径(0,r]
var startAngle = style.startAngle; // 起始角度[0,360)
var endAngle = style.endAngle; // 结束角度(0,360]
var clockWise = style.clockWise || false;
startAngle = math.degreeToRadian(startAngle);
endAngle = math.degreeToRadian(endAngle);
if (!clockWise) {
// 扇形默认是逆时针方向,Y轴向上
// 这个跟arc的标准不一样,为了兼容echarts
startAngle = -startAngle;
endAngle = -endAngle;
}
var unitX = math.cos(startAngle);
var unitY = math.sin(startAngle);
ctx.moveTo(
unitX * r0 + x,
unitY * r0 + y
);
ctx.lineTo(
unitX * r + x,
unitY * r + y
);
ctx.arc(x, y, r, startAngle, endAngle, !clockWise);
ctx.lineTo(
math.cos(endAngle) * r0 + x,
math.sin(endAngle) * r0 + y
);
if (r0 !== 0) {
ctx.arc(x, y, r0, endAngle, startAngle, clockWise);
}
ctx.closePath();
return;
},
/**
* 返回扇形包围盒矩形
* @param {module:zrender/shape/Sector~ISectorStyle} style
* @return {module:zrender/shape/Base~IBoundingRect}
*/
getRect : function (style) {
if (style.__rect) {
return style.__rect;
}
var x = style.x; // 圆心x
var y = style.y; // 圆心y
var r0 = style.r0 || 0; // 形内半径[0,r)
var r = style.r; // 扇形外半径(0,r]
var startAngle = math.degreeToRadian(style.startAngle);
var endAngle = math.degreeToRadian(style.endAngle);
var clockWise = style.clockWise;
if (!clockWise) {
startAngle = -startAngle;
endAngle = -endAngle;
}
if (r0 > 1) {
computeBoundingBox.arc(
x, y, r0, startAngle, endAngle, !clockWise, min0, max0
);
} else {
min0[0] = max0[0] = x;
min0[1] = max0[1] = y;
}
computeBoundingBox.arc(
x, y, r, startAngle, endAngle, !clockWise, min1, max1
);
vec2.min(min0, min0, min1);
vec2.max(max0, max0, max1);
style.__rect = {
x: min0[0],
y: min0[1],
width: max0[0] - min0[0],
height: max0[1] - min0[1]
};
return style.__rect;
}
};
require('../tool/util').inherits(Sector, Base);
return Sector;
}
);