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113 lines
2.7 KiB
Markdown
113 lines
2.7 KiB
Markdown
# zrender
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## 概览
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```js
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// 对外暴露一个对象
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var zrender = {
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version: '4.0.7',
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init: function (dom, opts) {},
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dispose: function (zr) {},
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getInstance: function (id) {},
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registerPainter: function (name, Ctor) {}
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// ...... other interface:src/export.js
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};
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```
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## 内部类
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* ZRender
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## 几个重要内部对象(类实例)
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* Storage(M)
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* Painter(V)
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* Handler(C)
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* Animation
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## src/core
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### arrayDiff.js
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> If x and y are strings, where length(x) = n and length(y) = m, the Needleman-Wunsch algorithm finds an optimal alignment in O(nm) time, using O(nm) space. Hirschberg's algorithm is a clever modification of the Needleman-Wunsch Algorithm which still takes O (nm) time, but needs only O(min{n,m}) space and is much faster in practice.
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### bbox.js
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* 从顶点数组中计算出最小包围盒
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* 从直线计算最小包围盒
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* 从三阶贝塞尔曲线(p0, p1, p2, p3)中计算出最小包围盒
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* 从二阶贝塞尔曲线(p0, p1, p2)中计算出最小包围盒
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* 从圆弧中计算出最小包围盒
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### BoundingRect.js
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### curve.js
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计算二/三次方贝塞尔值
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```js
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function quadraticAt(p0, p1, p2, t) {
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return (1 - t) * (1 - t) * p0 + 2 * (1 - t) * t * p1 + t * t * p2;
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}
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function cubicAt(p0, p1, p2, p3, t) {
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return (1 - t) * (1 - t) * (1 - t) * p0 + 3 * (1 - t) * (1 - t) * t * p1 + 3 * (1 - t) * t * t * p2 + t * t * t * p3;
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}
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```
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计算二/三次方贝塞尔导数值
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```js
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function quadraticDerivativeAt(p0, p1, p2, t) {
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return 2 * ((1 - t) * (p1 - p0) + t * (p2 - p1));
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}
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function cubicDerivativeAt(p0, p1, p2, p3, t) {
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return 3 * ((1 - t) * (1 - t) * (p1 - p0) + 2 * (1 - t) * t * (p2 - p1) + t * t * (p3 - p2));
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}
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```
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计算二/三次方贝塞尔方程根
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[盛金公式](https://blog.csdn.net/liutaojia/article/details/83005533)
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计算二/三次贝塞尔方程极限值
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```js
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//令导数值为零,求出对应的 t 值
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function quadraticExtremum(p0, p1, p2) {
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var divider = p0 + p2 - 2 * p1;
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if (divider === 0) {
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// p1 is center of p0 and p2
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return 0.5;
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}
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else {
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return (p0 - p1) / divider;
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}
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}
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```
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细分二/三次贝塞尔曲线(过细分点切线与始末切线的交点)
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```js
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function quadraticSubdivide(p0, p1, p2, t, out) {
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var p01 = (p1 - p0) * t + p0;
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var p12 = (p2 - p1) * t + p1;
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var p012 = (p12 - p01) * t + p01;
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// seg0
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out[0] = p0;
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out[1] = p01;
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out[2] = p012;
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// seg1
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out[3] = p012;
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out[4] = p12;
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out[5] = p2;
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}
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```
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投射点到二/三次贝塞尔曲线上,返回投射距离(一个或者多个,这里只返回其中距离最短的一个)。
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[根据已知点找曲线上离它最近的点](https://pomax.github.io/bezierinfo/#projections)
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