本文整理汇总了TypeScript中core/util/canvas.Context2d.arc方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Context2d.arc方法的具体用法?TypeScript Context2d.arc怎么用?TypeScript Context2d.arc使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类core/util/canvas.Context2d
的用法示例。
在下文中一共展示了Context2d.arc方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: _render
protected _render(ctx: Context2d, indices: number[],
{sx, sy, _start_angle, _angle, sinner_radius, souter_radius}: AnnularWedgeData): void {
const direction = this.model.properties.direction.value();
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sinner_radius[i] + souter_radius[i] + _start_angle[i] + _angle[i]))
continue;
ctx.translate(sx[i], sy[i]);
ctx.rotate(_start_angle[i]);
ctx.moveTo(souter_radius[i], 0);
ctx.beginPath();
ctx.arc(0, 0, souter_radius[i], 0, _angle[i], direction);
ctx.rotate(_angle[i]);
ctx.lineTo(sinner_radius[i], 0);
ctx.arc(0, 0, sinner_radius[i], 0, -_angle[i], !direction);
ctx.closePath();
ctx.rotate(-_angle[i]-_start_angle[i]);
ctx.translate(-sx[i], -sy[i]);
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
}
}
}
示例2: _render
_render(ctx: Context2d, indices: number[],
{sx, sy, smodule, _angle, _teeth, _pressure_angle, _shaft_size, _internal}: GearData): void {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + _angle[i] + smodule[i] + _teeth[i] + _pressure_angle[i] + _shaft_size[i]))
continue
const fn = _internal[i] ? internal_gear_tooth : gear_tooth
const seq0 = fn(smodule[i], _teeth[i], _pressure_angle[i])
const [, x, y, ...seq] = seq0
ctx.save()
ctx.translate(sx[i], sy[i])
ctx.rotate(_angle[i])
ctx.beginPath()
const rot = 2*Math.PI/_teeth[i]
ctx.moveTo(x as number, y as number)
for (let j = 0; j < _teeth[i]; j++) {
this._render_seq(ctx, seq)
ctx.rotate(rot)
}
ctx.closePath()
const pitch_radius = smodule[i]*_teeth[i]/2
if (_internal[i]) {
const rim_radius = pitch_radius + 2.75*smodule[i]
ctx.moveTo(rim_radius, 0)
ctx.arc(0, 0, rim_radius, 0, 2*Math.PI, true)
} else if (_shaft_size[i] > 0) {
const shaft_radius = pitch_radius*_shaft_size[i]
ctx.moveTo(shaft_radius, 0)
ctx.arc(0, 0, shaft_radius, 0, 2*Math.PI, true)
}
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i)
ctx.fill()
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
}
ctx.restore()
}
}
示例3: circle
function circle(ctx: Context2d, i: number, r: number, line: Line, fill: Fill): void {
ctx.arc(0, 0, r, 0, 2*Math.PI, false)
if (fill.doit) {
fill.set_vectorize(ctx, i)
ctx.fill()
}
if (line.doit) {
line.set_vectorize(ctx, i)
ctx.stroke()
}
}
示例4: function
const circle_x = function(ctx: Context2d, i, _sx, _sy, r, line, fill) {
ctx.arc(0, 0, r, 0, 2*Math.PI, false);
if (fill.doit) {
fill.set_vectorize(ctx, i);
ctx.fill();
}
if (line.doit) {
line.set_vectorize(ctx, i);
_one_x(ctx, r);
ctx.stroke();
}
};
示例5: _render
_render(ctx: Context2d, indices, {sx, sy, sradius, _start_angle, _end_angle}) {
if (this.visuals.line.doit) {
const direction = this.model.properties.direction.value();
for (const i of indices) {
if (isNaN(sx[i]+sy[i]+sradius[i]+_start_angle[i]+_end_angle[i])) {
continue;
}
ctx.beginPath();
ctx.arc(sx[i], sy[i], sradius[i], _start_angle[i], _end_angle[i], direction);
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
}
}
}
示例6: _render
protected _render(ctx: Context2d, indices: number[],
{sx, sy, sradius, _start_angle, _end_angle}: ArcData): void {
if (this.visuals.line.doit) {
const direction = this.model.properties.direction.value()
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sradius[i] + _start_angle[i] + _end_angle[i]))
continue
ctx.beginPath()
ctx.arc(sx[i], sy[i], sradius[i], _start_angle[i], _end_angle[i], direction)
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
}
}
}
示例7: _render
protected _render(ctx: Context2d, indices: number[], {sx, sy, sradius}: CircleData): void {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sradius[i]))
continue
ctx.beginPath()
ctx.arc(sx[i], sy[i], sradius[i], 0, 2*Math.PI, false)
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i)
ctx.fill()
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
}
}
}
示例8: _render
_render(ctx: Context2d, indices, {sx, sy, sradius}) {
for (const i of indices) {
if (isNaN(sx[i]+sy[i]+sradius[i])) {
continue;
}
ctx.beginPath();
ctx.arc(sx[i], sy[i], sradius[i], 0, 2*Math.PI, false);
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
}
}
}
示例9: _render
protected _render(ctx: Context2d, indices: number[], {sx, sy, sradius, _start_angle, _end_angle}: WedgeData): void {
const direction = this.model.properties.direction.value();
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sradius[i] + _start_angle[i] + _end_angle[i]))
continue;
ctx.beginPath();
ctx.arc(sx[i], sy[i], sradius[i], _start_angle[i], _end_angle[i], direction);
ctx.lineTo(sx[i], sy[i]);
ctx.closePath();
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
}
}
}
示例10: _render
_render(ctx: Context2d, indices, {sx, sy, sinner_radius, souter_radius}) {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sinner_radius[i] + souter_radius[i]))
continue;
// Because this visual has a whole in it, it proved "challenging"
// for some browsers to render if drawn in one go --- i.e. it did not
// work on IE. If we render in two parts (upper and lower part),
// it is unambiguous what part should be filled. The line is
// better drawn in one go though, otherwise the part where the pieces
// meet will not be fully closed due to aa.
// Detect Microsoft browser. Might need change for newer versions.
const isie = ((navigator.userAgent.indexOf('MSIE') >= 0) ||
(navigator.userAgent.indexOf('Trident') > 0) ||
(navigator.userAgent.indexOf('Edge') > 0));
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
ctx.beginPath();
if (isie) {
// Draw two halves of the donut. Works on IE, but causes an aa line on Safari.
for (const clockwise of [false, true]) {
ctx.arc(sx[i], sy[i], sinner_radius[i], 0, Math.PI, clockwise);
ctx.arc(sx[i], sy[i], souter_radius[i], Math.PI, 0, !clockwise);
}
} else {
// Draw donut in one go. Does not work on iE.
ctx.arc(sx[i], sy[i], sinner_radius[i], 0, 2 * Math.PI, true);
ctx.arc(sx[i], sy[i], souter_radius[i], 2 * Math.PI, 0, false);
}
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
ctx.beginPath();
ctx.arc(sx[i], sy[i], sinner_radius[i], 0, 2*Math.PI);
ctx.moveTo(sx[i]+souter_radius[i], sy[i]);
ctx.arc(sx[i], sy[i], souter_radius[i], 0, 2*Math.PI);
ctx.stroke();
}
}
}