tupali_fork/librerias/gantt/code/es-modules/parts-3d/SVGRenderer.js

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2020-05-23 20:45:54 +00:00
/* *
*
* (c) 2010-2020 Torstein Honsi
*
* Extensions to the SVGRenderer class to enable 3D shapes
*
* License: www.highcharts.com/license
*
* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
*
* */
'use strict';
import H from '../parts/Globals.js';
import U from '../parts/Utilities.js';
var animObject = U.animObject, defined = U.defined, extend = U.extend, merge = U.merge, objectEach = U.objectEach, pick = U.pick;
import '../parts/Color.js';
import '../parts/SvgRenderer.js';
var cos = Math.cos, PI = Math.PI, sin = Math.sin;
var charts = H.charts, color = H.color, deg2rad = H.deg2rad, perspective = H.perspective, SVGElement = H.SVGElement, SVGRenderer = H.SVGRenderer,
// internal:
dFactor, element3dMethods, cuboidMethods;
/*
EXTENSION TO THE SVG-RENDERER TO ENABLE 3D SHAPES
*/
// HELPER METHODS
dFactor = (4 * (Math.sqrt(2) - 1) / 3) / (PI / 2);
/* eslint-disable no-invalid-this, valid-jsdoc */
/**
* Method to construct a curved path. Can 'wrap' around more then 180 degrees.
* @private
*/
function curveTo(cx, cy, rx, ry, start, end, dx, dy) {
var result = [], arcAngle = end - start;
if ((end > start) && (end - start > Math.PI / 2 + 0.0001)) {
result = result.concat(curveTo(cx, cy, rx, ry, start, start + (Math.PI / 2), dx, dy));
result = result.concat(curveTo(cx, cy, rx, ry, start + (Math.PI / 2), end, dx, dy));
return result;
}
if ((end < start) && (start - end > Math.PI / 2 + 0.0001)) {
result = result.concat(curveTo(cx, cy, rx, ry, start, start - (Math.PI / 2), dx, dy));
result = result.concat(curveTo(cx, cy, rx, ry, start - (Math.PI / 2), end, dx, dy));
return result;
}
return [[
'C',
cx + (rx * Math.cos(start)) -
((rx * dFactor * arcAngle) * Math.sin(start)) + dx,
cy + (ry * Math.sin(start)) +
((ry * dFactor * arcAngle) * Math.cos(start)) + dy,
cx + (rx * Math.cos(end)) +
((rx * dFactor * arcAngle) * Math.sin(end)) + dx,
cy + (ry * Math.sin(end)) -
((ry * dFactor * arcAngle) * Math.cos(end)) + dy,
cx + (rx * Math.cos(end)) + dx,
cy + (ry * Math.sin(end)) + dy
]];
}
SVGRenderer.prototype.toLinePath = function (points, closed) {
var result = [];
// Put "L x y" for each point
points.forEach(function (point) {
result.push(['L', point.x, point.y]);
});
if (points.length) {
// Set the first element to M
result[0][0] = 'M';
// If it is a closed line, add Z
if (closed) {
result.push(['Z']);
}
}
return result;
};
SVGRenderer.prototype.toLineSegments = function (points) {
var result = [], m = true;
points.forEach(function (point) {
result.push(m ? ['M', point.x, point.y] : ['L', point.x, point.y]);
m = !m;
});
return result;
};
// A 3-D Face is defined by it's 3D vertexes, and is only visible if it's
// vertexes are counter-clockwise (Back-face culling). It is used as a
// polyhedron Element
SVGRenderer.prototype.face3d = function (args) {
var renderer = this, ret = this.createElement('path');
ret.vertexes = [];
ret.insidePlotArea = false;
ret.enabled = true;
ret.attr = function (hash) {
if (typeof hash === 'object' &&
(defined(hash.enabled) ||
defined(hash.vertexes) ||
defined(hash.insidePlotArea))) {
this.enabled = pick(hash.enabled, this.enabled);
this.vertexes = pick(hash.vertexes, this.vertexes);
this.insidePlotArea = pick(hash.insidePlotArea, this.insidePlotArea);
delete hash.enabled;
delete hash.vertexes;
delete hash.insidePlotArea;
var chart = charts[renderer.chartIndex], vertexes2d = perspective(this.vertexes, chart, this.insidePlotArea), path = renderer.toLinePath(vertexes2d, true), area = H.shapeArea(vertexes2d), visibility = (this.enabled && area > 0) ? 'visible' : 'hidden';
hash.d = path;
hash.visibility = visibility;
}
return SVGElement.prototype.attr.apply(this, arguments);
};
ret.animate = function (params) {
if (typeof params === 'object' &&
(defined(params.enabled) ||
defined(params.vertexes) ||
defined(params.insidePlotArea))) {
this.enabled = pick(params.enabled, this.enabled);
this.vertexes = pick(params.vertexes, this.vertexes);
this.insidePlotArea = pick(params.insidePlotArea, this.insidePlotArea);
delete params.enabled;
delete params.vertexes;
delete params.insidePlotArea;
var chart = charts[renderer.chartIndex], vertexes2d = perspective(this.vertexes, chart, this.insidePlotArea), path = renderer.toLinePath(vertexes2d, true), area = H.shapeArea(vertexes2d), visibility = (this.enabled && area > 0) ? 'visible' : 'hidden';
params.d = path;
this.attr('visibility', visibility);
}
return SVGElement.prototype.animate.apply(this, arguments);
};
return ret.attr(args);
};
// A Polyhedron is a handy way of defining a group of 3-D faces. It's only
// attribute is `faces`, an array of attributes of each one of it's Face3D
// instances.
SVGRenderer.prototype.polyhedron = function (args) {
var renderer = this, result = this.g(), destroy = result.destroy;
if (!this.styledMode) {
result.attr({
'stroke-linejoin': 'round'
});
}
result.faces = [];
// destroy all children
result.destroy = function () {
for (var i = 0; i < result.faces.length; i++) {
result.faces[i].destroy();
}
return destroy.call(this);
};
result.attr = function (hash, val, complete, continueAnimation) {
if (typeof hash === 'object' && defined(hash.faces)) {
while (result.faces.length > hash.faces.length) {
result.faces.pop().destroy();
}
while (result.faces.length < hash.faces.length) {
result.faces.push(renderer.face3d().add(result));
}
for (var i = 0; i < hash.faces.length; i++) {
if (renderer.styledMode) {
delete hash.faces[i].fill;
}
result.faces[i].attr(hash.faces[i], null, complete, continueAnimation);
}
delete hash.faces;
}
return SVGElement.prototype.attr.apply(this, arguments);
};
result.animate = function (params, duration, complete) {
if (params && params.faces) {
while (result.faces.length > params.faces.length) {
result.faces.pop().destroy();
}
while (result.faces.length < params.faces.length) {
result.faces.push(renderer.face3d().add(result));
}
for (var i = 0; i < params.faces.length; i++) {
result.faces[i].animate(params.faces[i], duration, complete);
}
delete params.faces;
}
return SVGElement.prototype.animate.apply(this, arguments);
};
return result.attr(args);
};
// Base, abstract prototype member for 3D elements
element3dMethods = {
/**
* The init is used by base - renderer.Element
* @private
*/
initArgs: function (args) {
var elem3d = this, renderer = elem3d.renderer, paths = renderer[elem3d.pathType + 'Path'](args), zIndexes = paths.zIndexes;
// build parts
elem3d.parts.forEach(function (part) {
elem3d[part] = renderer.path(paths[part]).attr({
'class': 'highcharts-3d-' + part,
zIndex: zIndexes[part] || 0
}).add(elem3d);
});
elem3d.attr({
'stroke-linejoin': 'round',
zIndex: zIndexes.group
});
// store original destroy
elem3d.originalDestroy = elem3d.destroy;
elem3d.destroy = elem3d.destroyParts;
// Store information if any side of element was rendered by force.
elem3d.forcedSides = paths.forcedSides;
},
/**
* Single property setter that applies options to each part
* @private
*/
singleSetterForParts: function (prop, val, values, verb, duration, complete) {
var elem3d = this, newAttr = {}, optionsToApply = [null, null, (verb || 'attr'), duration, complete], hasZIndexes = values && values.zIndexes;
if (!values) {
newAttr[prop] = val;
optionsToApply[0] = newAttr;
}
else {
// It is needed to deal with the whole group zIndexing
// in case of graph rotation
if (hasZIndexes && hasZIndexes.group) {
this.attr({
zIndex: hasZIndexes.group
});
}
objectEach(values, function (partVal, part) {
newAttr[part] = {};
newAttr[part][prop] = partVal;
// include zIndexes if provided
if (hasZIndexes) {
newAttr[part].zIndex = values.zIndexes[part] || 0;
}
});
optionsToApply[1] = newAttr;
}
return elem3d.processParts.apply(elem3d, optionsToApply);
},
/**
* Calls function for each part. Used for attr, animate and destroy.
* @private
*/
processParts: function (props, partsProps, verb, duration, complete) {
var elem3d = this;
elem3d.parts.forEach(function (part) {
// if different props for different parts
if (partsProps) {
props = pick(partsProps[part], false);
}
// only if something to set, but allow undefined
if (props !== false) {
elem3d[part][verb](props, duration, complete);
}
});
return elem3d;
},
/**
* Destroy all parts
* @private
*/
destroyParts: function () {
this.processParts(null, null, 'destroy');
return this.originalDestroy();
}
};
// CUBOID
cuboidMethods = merge(element3dMethods, {
parts: ['front', 'top', 'side'],
pathType: 'cuboid',
attr: function (args, val, complete, continueAnimation) {
// Resolve setting attributes by string name
if (typeof args === 'string' && typeof val !== 'undefined') {
var key = args;
args = {};
args[key] = val;
}
if (args.shapeArgs || defined(args.x)) {
return this.singleSetterForParts('d', null, this.renderer[this.pathType + 'Path'](args.shapeArgs || args));
}
return SVGElement.prototype.attr.call(this, args, void 0, complete, continueAnimation);
},
animate: function (args, duration, complete) {
if (defined(args.x) && defined(args.y)) {
var paths = this.renderer[this.pathType + 'Path'](args), forcedSides = paths.forcedSides;
this.singleSetterForParts('d', null, paths, 'animate', duration, complete);
this.attr({
zIndex: paths.zIndexes.group
});
// If sides that are forced to render changed, recalculate colors.
if (forcedSides !== this.forcedSides) {
this.forcedSides = forcedSides;
cuboidMethods.fillSetter.call(this, this.fill);
}
}
else {
SVGElement.prototype.animate.call(this, args, duration, complete);
}
return this;
},
fillSetter: function (fill) {
var elem3d = this;
elem3d.forcedSides = elem3d.forcedSides || [];
elem3d.singleSetterForParts('fill', null, {
front: fill,
// Do not change color if side was forced to render.
top: color(fill).brighten(elem3d.forcedSides.indexOf('top') >= 0 ? 0 : 0.1).get(),
side: color(fill).brighten(elem3d.forcedSides.indexOf('side') >= 0 ? 0 : -0.1).get()
});
// fill for animation getter (#6776)
elem3d.color = elem3d.fill = fill;
return elem3d;
}
});
// set them up
SVGRenderer.prototype.elements3d = {
base: element3dMethods,
cuboid: cuboidMethods
};
/**
* return result, generalization
* @private
* @requires highcharts-3d
*/
SVGRenderer.prototype.element3d = function (type, shapeArgs) {
// base
var ret = this.g();
// extend
extend(ret, this.elements3d[type]);
// init
ret.initArgs(shapeArgs);
// return
return ret;
};
// generelized, so now use simply
SVGRenderer.prototype.cuboid = function (shapeArgs) {
return this.element3d('cuboid', shapeArgs);
};
// Generates a cuboid path and zIndexes
H.SVGRenderer.prototype.cuboidPath = function (shapeArgs) {
var x = shapeArgs.x, y = shapeArgs.y, z = shapeArgs.z || 0,
// For side calculation (right/left)
// there is a need for height (and other shapeArgs arguments)
// to be at least 1px
h = shapeArgs.height, w = shapeArgs.width, d = shapeArgs.depth, chart = charts[this.chartIndex], front, back, top, bottom, left, right, shape, path1, path2, path3, isFront, isTop, isRight, options3d = chart.options.chart.options3d, alpha = options3d.alpha,
// Priority for x axis is the biggest,
// because of x direction has biggest influence on zIndex
incrementX = 1000000,
// y axis has the smallest priority in case of our charts
// (needs to be set because of stacking)
incrementY = 10, incrementZ = 100, zIndex = 0,
// The 8 corners of the cube
pArr = [{
x: x,
y: y,
z: z
}, {
x: x + w,
y: y,
z: z
}, {
x: x + w,
y: y + h,
z: z
}, {
x: x,
y: y + h,
z: z
}, {
x: x,
y: y + h,
z: z + d
}, {
x: x + w,
y: y + h,
z: z + d
}, {
x: x + w,
y: y,
z: z + d
}, {
x: x,
y: y,
z: z + d
}], forcedSides = [], pickShape;
// apply perspective
pArr = perspective(pArr, chart, shapeArgs.insidePlotArea);
/**
* helper method to decide which side is visible
* @private
*/
function mapSidePath(i) {
// Added support for 0 value in columns, where height is 0
// but the shape is rendered.
// Height is used from 1st to 6th element of pArr
if (h === 0 && i > 1 && i < 6) { // [2, 3, 4, 5]
return {
x: pArr[i].x,
// when height is 0 instead of cuboid we render plane
// so it is needed to add fake 10 height to imitate cuboid
// for side calculation
y: pArr[i].y + 10,
z: pArr[i].z
};
}
// It is needed to calculate dummy sides (front/back) for breaking
// points in case of x and depth values. If column has side,
// it means that x values of front and back side are different.
if (pArr[0].x === pArr[7].x && i >= 4) { // [4, 5, 6, 7]
return {
x: pArr[i].x + 10,
// when height is 0 instead of cuboid we render plane
// so it is needed to add fake 10 height to imitate cuboid
// for side calculation
y: pArr[i].y,
z: pArr[i].z
};
}
// Added dummy depth
if (d === 0 && i < 2 || i > 5) { // [0, 1, 6, 7]
return {
x: pArr[i].x,
// when height is 0 instead of cuboid we render plane
// so it is needed to add fake 10 height to imitate cuboid
// for side calculation
y: pArr[i].y,
z: pArr[i].z + 10
};
}
return pArr[i];
}
/**
* method creating the final side
* @private
*/
function mapPath(i) {
return pArr[i];
}
/**
* First value - path with specific face
* Second value - added information about side for later calculations.
* Possible second values are 0 for path1, 1 for path2 and -1 for no path
* chosen.
* Third value - string containing information about current side
* of cuboid for forcing side rendering.
* @private
*/
pickShape = function (verticesIndex1, verticesIndex2, side) {
var ret = [[], -1],
// An array of vertices for cuboid face
face1 = verticesIndex1.map(mapPath), face2 = verticesIndex2.map(mapPath),
// dummy face is calculated the same way as standard face,
// but if cuboid height is 0 additional height is added so it is
// possible to use this vertices array for visible face calculation
dummyFace1 = verticesIndex1.map(mapSidePath), dummyFace2 = verticesIndex2.map(mapSidePath);
if (H.shapeArea(face1) < 0) {
ret = [face1, 0];
}
else if (H.shapeArea(face2) < 0) {
ret = [face2, 1];
}
else if (side) {
forcedSides.push(side);
if (H.shapeArea(dummyFace1) < 0) {
ret = [face1, 0];
}
else if (H.shapeArea(dummyFace2) < 0) {
ret = [face2, 1];
}
else {
ret = [face1, 0]; // force side calculation.
}
}
return ret;
};
// front or back
front = [3, 2, 1, 0];
back = [7, 6, 5, 4];
shape = pickShape(front, back, 'front');
path1 = shape[0];
isFront = shape[1];
// top or bottom
top = [1, 6, 7, 0];
bottom = [4, 5, 2, 3];
shape = pickShape(top, bottom, 'top');
path2 = shape[0];
isTop = shape[1];
// side
right = [1, 2, 5, 6];
left = [0, 7, 4, 3];
shape = pickShape(right, left, 'side');
path3 = shape[0];
isRight = shape[1];
/* New block used for calculating zIndex. It is basing on X, Y and Z
position of specific columns. All zIndexes (for X, Y and Z values) are
added to the final zIndex, where every value has different priority. The
biggest priority is in X and Z directions, the lowest index is for
stacked columns (Y direction and the same X and Z positions). Big
differences between priorities is made because we need to ensure that
even for big changes in Y and Z parameters all columns will be drawn
correctly. */
if (isRight === 1) {
// It is needed to connect value with current chart width
// for big chart size.
zIndex += incrementX * (chart.plotWidth - x);
}
else if (!isRight) {
zIndex += incrementX * x;
}
zIndex += incrementY * (!isTop ||
// Numbers checked empirically
(alpha >= 0 && alpha <= 180 || alpha < 360 && alpha > 357.5) ?
chart.plotHeight - y : 10 + y);
if (isFront === 1) {
zIndex += incrementZ * (z);
}
else if (!isFront) {
zIndex += incrementZ * (1000 - z);
}
return {
front: this.toLinePath(path1, true),
top: this.toLinePath(path2, true),
side: this.toLinePath(path3, true),
zIndexes: {
group: Math.round(zIndex)
},
forcedSides: forcedSides,
// additional info about zIndexes
isFront: isFront,
isTop: isTop
}; // #4774
};
// SECTORS //
H.SVGRenderer.prototype.arc3d = function (attribs) {
var wrapper = this.g(), renderer = wrapper.renderer, customAttribs = ['x', 'y', 'r', 'innerR', 'start', 'end', 'depth'];
/**
* Get custom attributes. Don't mutate the original object and return an
* object with only custom attr.
* @private
*/
function suckOutCustom(params) {
var hasCA = false, ca = {}, key;
params = merge(params); // Don't mutate the original object
for (key in params) {
if (customAttribs.indexOf(key) !== -1) {
ca[key] = params[key];
delete params[key];
hasCA = true;
}
}
return hasCA ? ca : false;
}
attribs = merge(attribs);
attribs.alpha = (attribs.alpha || 0) * deg2rad;
attribs.beta = (attribs.beta || 0) * deg2rad;
// Create the different sub sections of the shape
wrapper.top = renderer.path();
wrapper.side1 = renderer.path();
wrapper.side2 = renderer.path();
wrapper.inn = renderer.path();
wrapper.out = renderer.path();
// Add all faces
wrapper.onAdd = function () {
var parent = wrapper.parentGroup, className = wrapper.attr('class');
wrapper.top.add(wrapper);
// These faces are added outside the wrapper group because the z index
// relates to neighbour elements as well
['out', 'inn', 'side1', 'side2'].forEach(function (face) {
wrapper[face]
.attr({
'class': className + ' highcharts-3d-side'
})
.add(parent);
});
};
// Cascade to faces
['addClass', 'removeClass'].forEach(function (fn) {
wrapper[fn] = function () {
var args = arguments;
['top', 'out', 'inn', 'side1', 'side2'].forEach(function (face) {
wrapper[face][fn].apply(wrapper[face], args);
});
};
});
/**
* Compute the transformed paths and set them to the composite shapes
* @private
*/
wrapper.setPaths = function (attribs) {
var paths = wrapper.renderer.arc3dPath(attribs), zIndex = paths.zTop * 100;
wrapper.attribs = attribs;
wrapper.top.attr({ d: paths.top, zIndex: paths.zTop });
wrapper.inn.attr({ d: paths.inn, zIndex: paths.zInn });
wrapper.out.attr({ d: paths.out, zIndex: paths.zOut });
wrapper.side1.attr({ d: paths.side1, zIndex: paths.zSide1 });
wrapper.side2.attr({ d: paths.side2, zIndex: paths.zSide2 });
// show all children
wrapper.zIndex = zIndex;
wrapper.attr({ zIndex: zIndex });
// Set the radial gradient center the first time
if (attribs.center) {
wrapper.top.setRadialReference(attribs.center);
delete attribs.center;
}
};
wrapper.setPaths(attribs);
/**
* Apply the fill to the top and a darker shade to the sides
* @private
*/
wrapper.fillSetter = function (value) {
var darker = color(value).brighten(-0.1).get();
this.fill = value;
this.side1.attr({ fill: darker });
this.side2.attr({ fill: darker });
this.inn.attr({ fill: darker });
this.out.attr({ fill: darker });
this.top.attr({ fill: value });
return this;
};
// Apply the same value to all. These properties cascade down to the
// children when set to the composite arc3d.
['opacity', 'translateX', 'translateY', 'visibility'].forEach(function (setter) {
wrapper[setter + 'Setter'] = function (value, key) {
wrapper[key] = value;
['out', 'inn', 'side1', 'side2', 'top'].forEach(function (el) {
wrapper[el].attr(key, value);
});
};
});
// Override attr to remove shape attributes and use those to set child paths
wrapper.attr = function (params) {
var ca;
if (typeof params === 'object') {
ca = suckOutCustom(params);
if (ca) {
extend(wrapper.attribs, ca);
wrapper.setPaths(wrapper.attribs);
}
}
return SVGElement.prototype.attr.apply(wrapper, arguments);
};
// Override the animate function by sucking out custom parameters related to
// the shapes directly, and update the shapes from the animation step.
wrapper.animate = function (params, animation, complete) {
var ca, from = this.attribs, to, anim, randomProp = 'data-' + Math.random().toString(26).substring(2, 9);
// Attribute-line properties connected to 3D. These shouldn't have been
// in the attribs collection in the first place.
delete params.center;
delete params.z;
delete params.alpha;
delete params.beta;
anim = animObject(pick(animation, this.renderer.globalAnimation));
if (anim.duration) {
ca = suckOutCustom(params);
// Params need to have a property in order for the step to run
// (#5765, #7097, #7437)
wrapper[randomProp] = 0;
params[randomProp] = 1;
wrapper[randomProp + 'Setter'] = H.noop;
if (ca) {
to = ca;
anim.step = function (a, fx) {
/**
* @private
*/
function interpolate(key) {
return from[key] + (pick(to[key], from[key]) -
from[key]) * fx.pos;
}
if (fx.prop === randomProp) {
fx.elem.setPaths(merge(from, {
x: interpolate('x'),
y: interpolate('y'),
r: interpolate('r'),
innerR: interpolate('innerR'),
start: interpolate('start'),
end: interpolate('end'),
depth: interpolate('depth')
}));
}
};
}
animation = anim; // Only when duration (#5572)
}
return SVGElement.prototype.animate.call(this, params, animation, complete);
};
// destroy all children
wrapper.destroy = function () {
this.top.destroy();
this.out.destroy();
this.inn.destroy();
this.side1.destroy();
this.side2.destroy();
return SVGElement.prototype.destroy.call(this);
};
// hide all children
wrapper.hide = function () {
this.top.hide();
this.out.hide();
this.inn.hide();
this.side1.hide();
this.side2.hide();
};
wrapper.show = function (inherit) {
this.top.show(inherit);
this.out.show(inherit);
this.inn.show(inherit);
this.side1.show(inherit);
this.side2.show(inherit);
};
return wrapper;
};
// Generate the paths required to draw a 3D arc
SVGRenderer.prototype.arc3dPath = function (shapeArgs) {
var cx = shapeArgs.x, // x coordinate of the center
cy = shapeArgs.y, // y coordinate of the center
start = shapeArgs.start, // start angle
end = shapeArgs.end - 0.00001, // end angle
r = shapeArgs.r, // radius
ir = shapeArgs.innerR || 0, // inner radius
d = shapeArgs.depth || 0, // depth
alpha = shapeArgs.alpha, // alpha rotation of the chart
beta = shapeArgs.beta; // beta rotation of the chart
// Derived Variables
var cs = Math.cos(start), // cosinus of the start angle
ss = Math.sin(start), // sinus of the start angle
ce = Math.cos(end), // cosinus of the end angle
se = Math.sin(end), // sinus of the end angle
rx = r * Math.cos(beta), // x-radius
ry = r * Math.cos(alpha), // y-radius
irx = ir * Math.cos(beta), // x-radius (inner)
iry = ir * Math.cos(alpha), // y-radius (inner)
dx = d * Math.sin(beta), // distance between top and bottom in x
dy = d * Math.sin(alpha); // distance between top and bottom in y
// TOP
var top = [
['M', cx + (rx * cs), cy + (ry * ss)]
];
top = top.concat(curveTo(cx, cy, rx, ry, start, end, 0, 0));
top.push([
'L', cx + (irx * ce), cy + (iry * se)
]);
top = top.concat(curveTo(cx, cy, irx, iry, end, start, 0, 0));
top.push(['Z']);
// OUTSIDE
var b = (beta > 0 ? Math.PI / 2 : 0), a = (alpha > 0 ? 0 : Math.PI / 2);
var start2 = start > -b ? start : (end > -b ? -b : start), end2 = end < PI - a ? end : (start < PI - a ? PI - a : end), midEnd = 2 * PI - a;
// When slice goes over bottom middle, need to add both, left and right
// outer side. Additionally, when we cross right hand edge, create sharp
// edge. Outer shape/wall:
//
// -------
// / ^ \
// 4) / / \ \ 1)
// / / \ \
// / / \ \
// (c)=> ==== ==== <=(d)
// \ \ / /
// \ \<=(a)/ /
// \ \ / / <=(b)
// 3) \ v / 2)
// -------
//
// (a) - inner side
// (b) - outer side
// (c) - left edge (sharp)
// (d) - right edge (sharp)
// 1..n - rendering order for startAngle = 0, when set to e.g 90, order
// changes clockwise (1->2, 2->3, n->1) and counterclockwise for negative
// startAngle
var out = [
['M', cx + (rx * cos(start2)), cy + (ry * sin(start2))]
];
out = out.concat(curveTo(cx, cy, rx, ry, start2, end2, 0, 0));
// When shape is wide, it can cross both, (c) and (d) edges, when using
// startAngle
if (end > midEnd && start < midEnd) {
// Go to outer side
out.push([
'L', cx + (rx * cos(end2)) + dx, cy + (ry * sin(end2)) + dy
]);
// Curve to the right edge of the slice (d)
out = out.concat(curveTo(cx, cy, rx, ry, end2, midEnd, dx, dy));
// Go to the inner side
out.push([
'L', cx + (rx * cos(midEnd)), cy + (ry * sin(midEnd))
]);
// Curve to the true end of the slice
out = out.concat(curveTo(cx, cy, rx, ry, midEnd, end, 0, 0));
// Go to the outer side
out.push([
'L', cx + (rx * cos(end)) + dx, cy + (ry * sin(end)) + dy
]);
// Go back to middle (d)
out = out.concat(curveTo(cx, cy, rx, ry, end, midEnd, dx, dy));
out.push([
'L', cx + (rx * cos(midEnd)), cy + (ry * sin(midEnd))
]);
// Go back to the left edge
out = out.concat(curveTo(cx, cy, rx, ry, midEnd, end2, 0, 0));
// But shape can cross also only (c) edge:
}
else if (end > PI - a && start < PI - a) {
// Go to outer side
out.push([
'L',
cx + (rx * Math.cos(end2)) + dx,
cy + (ry * Math.sin(end2)) + dy
]);
// Curve to the true end of the slice
out = out.concat(curveTo(cx, cy, rx, ry, end2, end, dx, dy));
// Go to the inner side
out.push([
'L', cx + (rx * Math.cos(end)), cy + (ry * Math.sin(end))
]);
// Go back to the artifical end2
out = out.concat(curveTo(cx, cy, rx, ry, end, end2, 0, 0));
}
out.push([
'L', cx + (rx * Math.cos(end2)) + dx, cy + (ry * Math.sin(end2)) + dy
]);
out = out.concat(curveTo(cx, cy, rx, ry, end2, start2, dx, dy));
out.push(['Z']);
// INSIDE
var inn = [
['M', cx + (irx * cs), cy + (iry * ss)]
];
inn = inn.concat(curveTo(cx, cy, irx, iry, start, end, 0, 0));
inn.push([
'L', cx + (irx * Math.cos(end)) + dx, cy + (iry * Math.sin(end)) + dy
]);
inn = inn.concat(curveTo(cx, cy, irx, iry, end, start, dx, dy));
inn.push(['Z']);
// SIDES
var side1 = [
['M', cx + (rx * cs), cy + (ry * ss)],
['L', cx + (rx * cs) + dx, cy + (ry * ss) + dy],
['L', cx + (irx * cs) + dx, cy + (iry * ss) + dy],
['L', cx + (irx * cs), cy + (iry * ss)],
['Z']
];
var side2 = [
['M', cx + (rx * ce), cy + (ry * se)],
['L', cx + (rx * ce) + dx, cy + (ry * se) + dy],
['L', cx + (irx * ce) + dx, cy + (iry * se) + dy],
['L', cx + (irx * ce), cy + (iry * se)],
['Z']
];
// correction for changed position of vanishing point caused by alpha and
// beta rotations
var angleCorr = Math.atan2(dy, -dx), angleEnd = Math.abs(end + angleCorr), angleStart = Math.abs(start + angleCorr), angleMid = Math.abs((start + end) / 2 + angleCorr);
/**
* set to 0-PI range
* @private
*/
function toZeroPIRange(angle) {
angle = angle % (2 * Math.PI);
if (angle > Math.PI) {
angle = 2 * Math.PI - angle;
}
return angle;
}
angleEnd = toZeroPIRange(angleEnd);
angleStart = toZeroPIRange(angleStart);
angleMid = toZeroPIRange(angleMid);
// *1e5 is to compensate pInt in zIndexSetter
var incPrecision = 1e5, a1 = angleMid * incPrecision, a2 = angleStart * incPrecision, a3 = angleEnd * incPrecision;
return {
top: top,
// max angle is PI, so this is always higher
zTop: Math.PI * incPrecision + 1,
out: out,
zOut: Math.max(a1, a2, a3),
inn: inn,
zInn: Math.max(a1, a2, a3),
side1: side1,
zSide1: a3 * 0.99,
side2: side2,
zSide2: a2 * 0.99
};
};