@visactor/vrender-animate 1.0.0-alpha.1 → 1.0.0-alpha.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (134) hide show
  1. package/cjs/custom/clip-graphic.js +1 -1
  2. package/cjs/custom/clip-graphic.js.map +1 -1
  3. package/cjs/custom/common.js +2 -0
  4. package/cjs/custom/common.js.map +1 -1
  5. package/cjs/custom/custom-animate.js +1 -1
  6. package/cjs/custom/custom-animate.js.map +1 -1
  7. package/cjs/custom/{from-to.d.ts → fromTo.d.ts} +1 -0
  8. package/cjs/custom/fromTo.js +44 -0
  9. package/cjs/custom/fromTo.js.map +1 -0
  10. package/cjs/custom/{group-fade.js → groupFade.js} +1 -1
  11. package/cjs/custom/groupFade.js.map +1 -0
  12. package/cjs/custom/growAngle.js +2 -0
  13. package/cjs/custom/growAngle.js.map +1 -1
  14. package/cjs/custom/growCenter.js +2 -0
  15. package/cjs/custom/growCenter.js.map +1 -1
  16. package/cjs/custom/growHeight.js +2 -0
  17. package/cjs/custom/growHeight.js.map +1 -1
  18. package/cjs/custom/growPoints.js +6 -6
  19. package/cjs/custom/growPoints.js.map +1 -1
  20. package/cjs/custom/growRadius.js +2 -0
  21. package/cjs/custom/growRadius.js.map +1 -1
  22. package/cjs/custom/growWidth.js +2 -0
  23. package/cjs/custom/growWidth.js.map +1 -1
  24. package/cjs/custom/label-item-animate.js +2 -0
  25. package/cjs/custom/label-item-animate.js.map +1 -1
  26. package/cjs/custom/motionPath.d.ts +21 -0
  27. package/cjs/custom/motionPath.js +31 -0
  28. package/cjs/custom/motionPath.js.map +1 -0
  29. package/cjs/custom/move.js +2 -0
  30. package/cjs/custom/move.js.map +1 -1
  31. package/cjs/custom/poptip-animate.js +2 -0
  32. package/cjs/custom/poptip-animate.js.map +1 -1
  33. package/cjs/custom/register.d.ts +27 -0
  34. package/cjs/custom/register.js +376 -4
  35. package/cjs/custom/register.js.map +1 -1
  36. package/cjs/custom/richtext/input-richtext.js +2 -1
  37. package/cjs/custom/rotate.js +2 -0
  38. package/cjs/custom/rotate.js.map +1 -1
  39. package/cjs/custom/scale.js +3 -2
  40. package/cjs/custom/scale.js.map +1 -1
  41. package/cjs/custom/sphere.js +5 -2
  42. package/cjs/custom/sphere.js.map +1 -1
  43. package/cjs/custom/state.js +1 -1
  44. package/cjs/custom/state.js.map +1 -1
  45. package/cjs/custom/story.js +5 -0
  46. package/cjs/custom/story.js.map +1 -1
  47. package/cjs/custom/streamLight.d.ts +27 -0
  48. package/cjs/custom/streamLight.js +161 -0
  49. package/cjs/custom/streamLight.js.map +1 -0
  50. package/cjs/custom/tag-points.js +1 -0
  51. package/cjs/custom/tag-points.js.map +1 -1
  52. package/cjs/custom/update.js +1 -0
  53. package/cjs/custom/update.js.map +1 -1
  54. package/cjs/executor/animate-executor.js +8 -3
  55. package/cjs/executor/animate-executor.js.map +1 -1
  56. package/cjs/index.d.ts +2 -2
  57. package/cjs/index.js +5 -14
  58. package/cjs/index.js.map +1 -1
  59. package/cjs/step.d.ts +2 -0
  60. package/cjs/step.js +10 -6
  61. package/cjs/step.js.map +1 -1
  62. package/cjs/utils/easing-func.js +1 -2
  63. package/dist/index.es.js +359 -31
  64. package/es/custom/clip-graphic.js +1 -1
  65. package/es/custom/clip-graphic.js.map +1 -1
  66. package/es/custom/common.js +2 -0
  67. package/es/custom/common.js.map +1 -1
  68. package/es/custom/custom-animate.js +1 -1
  69. package/es/custom/custom-animate.js.map +1 -1
  70. package/es/custom/{from-to.d.ts → fromTo.d.ts} +1 -0
  71. package/es/custom/fromTo.js +36 -0
  72. package/es/custom/fromTo.js.map +1 -0
  73. package/es/custom/{group-fade.js → groupFade.js} +1 -1
  74. package/es/custom/groupFade.js.map +1 -0
  75. package/es/custom/growAngle.js +2 -0
  76. package/es/custom/growAngle.js.map +1 -1
  77. package/es/custom/growCenter.js +2 -0
  78. package/es/custom/growCenter.js.map +1 -1
  79. package/es/custom/growHeight.js +2 -0
  80. package/es/custom/growHeight.js.map +1 -1
  81. package/es/custom/growPoints.js +6 -6
  82. package/es/custom/growPoints.js.map +1 -1
  83. package/es/custom/growRadius.js +2 -0
  84. package/es/custom/growRadius.js.map +1 -1
  85. package/es/custom/growWidth.js +2 -0
  86. package/es/custom/growWidth.js.map +1 -1
  87. package/es/custom/label-item-animate.js +2 -0
  88. package/es/custom/label-item-animate.js.map +1 -1
  89. package/es/custom/motionPath.d.ts +21 -0
  90. package/es/custom/motionPath.js +23 -0
  91. package/es/custom/motionPath.js.map +1 -0
  92. package/es/custom/move.js +2 -0
  93. package/es/custom/move.js.map +1 -1
  94. package/es/custom/poptip-animate.js +2 -0
  95. package/es/custom/poptip-animate.js.map +1 -1
  96. package/es/custom/register.d.ts +27 -0
  97. package/es/custom/register.js +11 -2
  98. package/es/custom/register.js.map +1 -1
  99. package/es/custom/richtext/input-richtext.js +2 -1
  100. package/es/custom/rotate.js +2 -0
  101. package/es/custom/rotate.js.map +1 -1
  102. package/es/custom/scale.js +3 -2
  103. package/es/custom/scale.js.map +1 -1
  104. package/es/custom/sphere.js +5 -2
  105. package/es/custom/sphere.js.map +1 -1
  106. package/es/custom/state.js +1 -1
  107. package/es/custom/state.js.map +1 -1
  108. package/es/custom/story.js +5 -0
  109. package/es/custom/story.js.map +1 -1
  110. package/es/custom/streamLight.d.ts +27 -0
  111. package/es/custom/streamLight.js +157 -0
  112. package/es/custom/streamLight.js.map +1 -0
  113. package/es/custom/tag-points.js +1 -0
  114. package/es/custom/tag-points.js.map +1 -1
  115. package/es/custom/update.js +1 -0
  116. package/es/custom/update.js.map +1 -1
  117. package/es/executor/animate-executor.js +7 -3
  118. package/es/executor/animate-executor.js.map +1 -1
  119. package/es/index.d.ts +2 -2
  120. package/es/index.js +2 -2
  121. package/es/index.js.map +1 -1
  122. package/es/step.d.ts +2 -0
  123. package/es/step.js +10 -6
  124. package/es/step.js.map +1 -1
  125. package/es/utils/easing-func.js +1 -2
  126. package/package.json +3 -3
  127. package/cjs/custom/from-to.js +0 -38
  128. package/cjs/custom/from-to.js.map +0 -1
  129. package/cjs/custom/group-fade.js.map +0 -1
  130. package/es/custom/from-to.js +0 -30
  131. package/es/custom/from-to.js.map +0 -1
  132. package/es/custom/group-fade.js.map +0 -1
  133. /package/cjs/custom/{group-fade.d.ts → groupFade.d.ts} +0 -0
  134. /package/es/custom/{group-fade.d.ts → groupFade.d.ts} +0 -0
@@ -0,0 +1,157 @@
1
+ import { application, AttributeUpdateType, CustomPath2D, divideCubic } from "@visactor/vrender-core";
2
+
3
+ import { ACustomAnimate } from "./custom-animate";
4
+
5
+ import { PointService } from "@visactor/vutils";
6
+
7
+ export class StreamLight extends ACustomAnimate {
8
+ constructor(from, to, duration, easing, params) {
9
+ super(from, to, duration, easing, params);
10
+ }
11
+ getEndProps() {
12
+ return {};
13
+ }
14
+ onStart() {
15
+ this.target && ("rect" === this.target.type ? this.onStartRect() : "line" === this.target.type ? this.onStartLineOrArea("line") : "area" === this.target.type && this.onStartLineOrArea("area"));
16
+ }
17
+ onStartLineOrArea(type) {
18
+ var _a;
19
+ const root = this.target.attachShadow(), line = application.graphicService.creator[type](Object.assign({}, null === (_a = this.params) || void 0 === _a ? void 0 : _a.attribute));
20
+ this[type] = line, line.pathProxy = new CustomPath2D, root.add(line);
21
+ }
22
+ onStartRect() {
23
+ var _a, _b, _c;
24
+ const root = this.target.attachShadow(), isHorizontal = null === (_b = null === (_a = this.params) || void 0 === _a ? void 0 : _a.isHorizontal) || void 0 === _b || _b, sizeAttr = isHorizontal ? "height" : "width", otherSizeAttr = isHorizontal ? "width" : "height", size = this.target.AABBBounds[sizeAttr](), y = isHorizontal ? 0 : this.target.AABBBounds.y1, rect = application.graphicService.creator.rect(Object.assign(Object.assign({
25
+ [sizeAttr]: size,
26
+ fill: "#bcdeff",
27
+ shadowBlur: 30,
28
+ shadowColor: "#bcdeff"
29
+ }, null === (_c = this.params) || void 0 === _c ? void 0 : _c.attribute), {
30
+ x: 0,
31
+ y: y,
32
+ [otherSizeAttr]: 0
33
+ }));
34
+ this.rect = rect, root.add(rect);
35
+ }
36
+ onBind() {}
37
+ onEnd() {
38
+ this.target.detachShadow();
39
+ }
40
+ onUpdate(end, ratio, out) {
41
+ return this.rect ? this.onUpdateRect(end, ratio, out) : this.line || this.area ? this.onUpdateLineOrArea(end, ratio, out) : void 0;
42
+ }
43
+ onUpdateRect(end, ratio, out) {
44
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r;
45
+ const isHorizontal = null === (_b = null === (_a = this.params) || void 0 === _a ? void 0 : _a.isHorizontal) || void 0 === _b || _b, parentAttr = this.target.attribute;
46
+ if (isHorizontal) {
47
+ const parentWidth = null !== (_d = null !== (_c = parentAttr.width) && void 0 !== _c ? _c : Math.abs(parentAttr.x1 - parentAttr.x)) && void 0 !== _d ? _d : 250, streamLength = null !== (_f = null === (_e = this.params) || void 0 === _e ? void 0 : _e.streamLength) && void 0 !== _f ? _f : parentWidth, maxLength = null !== (_j = null === (_h = null === (_g = this.params) || void 0 === _g ? void 0 : _g.attribute) || void 0 === _h ? void 0 : _h.width) && void 0 !== _j ? _j : 60, startX = -maxLength, currentX = startX + (streamLength - startX) * ratio, x = Math.max(currentX, 0), w = Math.min(Math.min(currentX + maxLength, maxLength), streamLength - currentX), width = w + x > parentWidth ? Math.max(parentWidth - x, 0) : w;
48
+ this.rect.setAttributes({
49
+ x: x,
50
+ width: width,
51
+ dx: Math.min(parentAttr.x1 - parentAttr.x, 0)
52
+ }, !1, {
53
+ type: AttributeUpdateType.ANIMATE_PLAY,
54
+ animationState: {
55
+ ratio: ratio,
56
+ end: end
57
+ }
58
+ });
59
+ } else {
60
+ const parentHeight = null !== (_l = null !== (_k = parentAttr.height) && void 0 !== _k ? _k : Math.abs(parentAttr.y1 - parentAttr.y)) && void 0 !== _l ? _l : 250, streamLength = null !== (_o = null === (_m = this.params) || void 0 === _m ? void 0 : _m.streamLength) && void 0 !== _o ? _o : parentHeight, maxLength = null !== (_r = null === (_q = null === (_p = this.params) || void 0 === _p ? void 0 : _p.attribute) || void 0 === _q ? void 0 : _q.height) && void 0 !== _r ? _r : 60, currentY = parentHeight - (streamLength + maxLength) * ratio;
61
+ let y = Math.min(currentY, parentHeight);
62
+ const h = Math.min(parentHeight - currentY, maxLength);
63
+ let height;
64
+ y <= 0 ? (height = Math.max(y + h, 0), y = 0) : height = h, this.rect.setAttributes({
65
+ y: y,
66
+ height: height,
67
+ dy: Math.min(parentAttr.y1 - parentAttr.y, 0)
68
+ }, !1, {
69
+ type: AttributeUpdateType.ANIMATE_PLAY,
70
+ animationState: {
71
+ ratio: ratio,
72
+ end: end
73
+ }
74
+ });
75
+ }
76
+ }
77
+ onUpdateLineOrArea(end, ratio, out) {
78
+ const target = this.line || this.area;
79
+ if (!target) return;
80
+ const customPath = target.pathProxy, targetLine = this.target;
81
+ targetLine.cache || targetLine.cacheArea ? this._onUpdateLineOrAreaWithCache(customPath, targetLine, end, ratio, out) : this._onUpdateLineWithoutCache(customPath, targetLine, end, ratio, out);
82
+ const targetAttrs = targetLine.attribute;
83
+ target.setAttributes(Object.assign({
84
+ stroke: targetAttrs.stroke
85
+ }, target.attribute)), target.addUpdateBoundTag();
86
+ }
87
+ _onUpdateLineOrAreaWithCache(customPath, g, end, ratio, out) {
88
+ var _a, _b;
89
+ if (customPath.clear(), "line" === g.type) {
90
+ let cache = g.cache;
91
+ Array.isArray(cache) || (cache = [ cache ]);
92
+ const totalLen = cache.reduce(((l, c) => l + c.getLength()), 0), curves = [];
93
+ return cache.forEach((c => {
94
+ c.curves.forEach((ci => curves.push(ci)));
95
+ })), this._updateCurves(customPath, curves, totalLen, ratio);
96
+ }
97
+ if ("area" === g.type && (null === (_b = null === (_a = g.cacheArea) || void 0 === _a ? void 0 : _a.top) || void 0 === _b ? void 0 : _b.curves)) {
98
+ const cache = g.cacheArea, totalLen = cache.top.curves.reduce(((a, b) => a + b.getLength()), 0);
99
+ return this._updateCurves(customPath, cache.top.curves, totalLen, ratio);
100
+ }
101
+ }
102
+ _updateCurves(customPath, curves, totalLen, ratio) {
103
+ var _a, _b;
104
+ const startLen = totalLen * ratio, endLen = Math.min(startLen + (null !== (_b = null === (_a = this.params) || void 0 === _a ? void 0 : _a.streamLength) && void 0 !== _b ? _b : 10), totalLen);
105
+ let lastLen = 0, start = !1;
106
+ for (let i = 0; i < curves.length; i++) if (!1 !== curves[i].defined) {
107
+ const curveItem = curves[i], len = curveItem.getLength(), startPercent = 1 - (lastLen + len - startLen) / len;
108
+ let curveForStart, endPercent = 1 - (lastLen + len - endLen) / len;
109
+ if (lastLen < startLen && lastLen + len > startLen) if (start = !0, curveItem.p2 && curveItem.p3) {
110
+ const [_, curve2] = divideCubic(curveItem, startPercent);
111
+ customPath.moveTo(curve2.p0.x, curve2.p0.y), curveForStart = curve2;
112
+ } else {
113
+ const p = curveItem.getPointAt(startPercent);
114
+ customPath.moveTo(p.x, p.y);
115
+ }
116
+ if (lastLen < endLen && lastLen + len > endLen) {
117
+ if (curveItem.p2 && curveItem.p3) {
118
+ curveForStart && (endPercent = (endLen - startLen) / curveForStart.getLength());
119
+ const [curve1] = divideCubic(curveForStart || curveItem, endPercent);
120
+ customPath.bezierCurveTo(curve1.p1.x, curve1.p1.y, curve1.p2.x, curve1.p2.y, curve1.p3.x, curve1.p3.y);
121
+ } else {
122
+ const p = curveItem.getPointAt(endPercent);
123
+ customPath.lineTo(p.x, p.y);
124
+ }
125
+ break;
126
+ }
127
+ if (start) if (curveItem.p2 && curveItem.p3) {
128
+ const curve = curveForStart || curveItem;
129
+ customPath.bezierCurveTo(curve.p1.x, curve.p1.y, curve.p2.x, curve.p2.y, curve.p3.x, curve.p3.y);
130
+ } else customPath.lineTo(curveItem.p1.x, curveItem.p1.y);
131
+ lastLen += len;
132
+ }
133
+ }
134
+ _onUpdateLineWithoutCache(customPath, line, end, ratio, out) {
135
+ var _a, _b;
136
+ const {points: points, curveType: curveType} = line.attribute;
137
+ if (!points || points.length < 2 || "linear" !== curveType) return;
138
+ let totalLen = 0;
139
+ for (let i = 1; i < points.length; i++) totalLen += PointService.distancePP(points[i], points[i - 1]);
140
+ const startLen = totalLen * ratio, endLen = Math.min(startLen + (null !== (_b = null === (_a = this.params) || void 0 === _a ? void 0 : _a.streamLength) && void 0 !== _b ? _b : 10), totalLen), nextPoints = [];
141
+ let lastLen = 0;
142
+ for (let i = 1; i < points.length; i++) {
143
+ const len = PointService.distancePP(points[i], points[i - 1]);
144
+ if (lastLen < startLen && lastLen + len > startLen && nextPoints.push(PointService.pointAtPP(points[i - 1], points[i], 1 - (lastLen + len - startLen) / len)),
145
+ lastLen < endLen && lastLen + len > endLen) {
146
+ nextPoints.push(PointService.pointAtPP(points[i - 1], points[i], 1 - (lastLen + len - endLen) / len));
147
+ break;
148
+ }
149
+ nextPoints.length && nextPoints.push(points[i]), lastLen += len;
150
+ }
151
+ if (nextPoints.length && !(nextPoints.length < 2)) {
152
+ customPath.clear(), customPath.moveTo(nextPoints[0].x, nextPoints[0].y);
153
+ for (let i = 1; i < nextPoints.length; i++) customPath.lineTo(nextPoints[i].x, nextPoints[i].y);
154
+ }
155
+ }
156
+ }
157
+ //# sourceMappingURL=streamLight.js.map
@@ -0,0 +1 @@
1
+ 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type {\n EasingType,\n IArea,\n IAreaCacheItem,\n ICubicBezierCurve,\n ICurve,\n ICustomPath2D,\n IGraphic,\n ILine,\n ILineAttribute,\n IRect,\n IRectAttribute\n} from '@visactor/vrender-core';\nimport { application, AttributeUpdateType, CustomPath2D, divideCubic } from '@visactor/vrender-core';\nimport { ACustomAnimate } from './custom-animate';\nimport type { IPoint } from '@visactor/vutils';\nimport { PointService } from '@visactor/vutils';\n\nexport class StreamLight extends ACustomAnimate<any> {\n declare valid: boolean;\n declare target: IGraphic;\n\n declare rect: IRect;\n declare line: ILine;\n declare area: IArea;\n constructor(\n from: any,\n to: any,\n duration: number,\n easing: EasingType,\n params?: { attribute?: Partial<IRectAttribute | ILineAttribute>; streamLength?: number; isHorizontal?: boolean }\n ) {\n super(from, to, duration, easing, params);\n }\n\n getEndProps(): Record<string, any> {\n return {};\n }\n\n onStart(): void {\n if (!this.target) {\n return;\n }\n if (this.target.type === 'rect') {\n this.onStartRect();\n } else if (this.target.type === 'line') {\n this.onStartLineOrArea('line');\n } else if (this.target.type === 'area') {\n this.onStartLineOrArea('area');\n }\n }\n\n onStartLineOrArea(type: 'line' | 'area') {\n const root = this.target.attachShadow();\n const line = application.graphicService.creator[type]({\n ...this.params?.attribute\n });\n this[type] = line;\n line.pathProxy = new CustomPath2D();\n root.add(line);\n }\n\n onStartRect(): void {\n const root = this.target.attachShadow();\n\n const isHorizontal = this.params?.isHorizontal ?? true;\n const sizeAttr = isHorizontal ? 'height' : 'width';\n const otherSizeAttr = isHorizontal ? 'width' : 'height';\n const size = this.target.AABBBounds[sizeAttr]();\n const y = isHorizontal ? 0 : this.target.AABBBounds.y1;\n\n const rect = application.graphicService.creator.rect({\n [sizeAttr]: size,\n fill: '#bcdeff',\n shadowBlur: 30,\n shadowColor: '#bcdeff',\n ...this.params?.attribute,\n x: 0,\n y,\n [otherSizeAttr]: 0\n });\n this.rect = rect;\n root.add(rect);\n }\n\n onBind(): void {\n return;\n }\n\n onEnd(): void {\n this.target.detachShadow();\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n if (this.rect) {\n return this.onUpdateRect(end, ratio, out);\n } else if (this.line || this.area) {\n return this.onUpdateLineOrArea(end, ratio, out);\n }\n }\n\n protected onUpdateRect(end: boolean, ratio: number, out: Record<string, any>): void {\n const isHorizontal = this.params?.isHorizontal ?? true;\n const parentAttr = (this.target as any).attribute;\n if (isHorizontal) {\n const parentWidth = parentAttr.width ?? Math.abs(parentAttr.x1 - parentAttr.x) ?? 250;\n const streamLength = this.params?.streamLength ?? parentWidth;\n const maxLength = this.params?.attribute?.width ?? 60;\n // 起点,rect x右端点 对齐 parent左端点\n // 如果parent.x1 < parent.x, 需要把rect属性移到parent x1的位置上, 因为初始 rect.x = parent.x\n const startX = -maxLength;\n // 插值\n const currentX = startX + (streamLength - startX) * ratio;\n // 位置限定 > 0\n const x = Math.max(currentX, 0);\n // 宽度计算\n const w = Math.min(Math.min(currentX + maxLength, maxLength), streamLength - currentX);\n // 如果 rect右端点 超出 parent右端点, 宽度动态调整\n const width = w + x > parentWidth ? Math.max(parentWidth - x, 0) : w;\n this.rect.setAttributes(\n {\n x,\n width,\n dx: Math.min(parentAttr.x1 - parentAttr.x, 0)\n } as any,\n false,\n {\n type: AttributeUpdateType.ANIMATE_PLAY,\n animationState: {\n ratio,\n end\n }\n }\n );\n } else {\n const parentHeight = parentAttr.height ?? Math.abs(parentAttr.y1 - parentAttr.y) ?? 250;\n const streamLength = this.params?.streamLength ?? parentHeight;\n const maxLength = this.params?.attribute?.height ?? 60;\n // 起点,y上端点 对齐 parent下端点\n const startY = parentHeight;\n // 插值\n const currentY = startY - (streamLength + maxLength) * ratio;\n // 位置限定 < parentHeight\n let y = Math.min(currentY, parentHeight);\n // 高度最小值\n const h = Math.min(parentHeight - currentY, maxLength);\n // 如果 rect上端点=y 超出 parent上端点 = 0, 则高度不断变小\n let height;\n if (y <= 0) {\n // 必须先得到高度再将y置为0, 顺序很重要\n height = Math.max(y + h, 0);\n y = 0;\n } else {\n height = h;\n }\n this.rect.setAttributes(\n {\n y,\n height,\n dy: Math.min(parentAttr.y1 - parentAttr.y, 0)\n } as any,\n false,\n {\n type: AttributeUpdateType.ANIMATE_PLAY,\n animationState: {\n ratio,\n end\n }\n }\n );\n }\n }\n\n protected onUpdateLineOrArea(end: boolean, ratio: number, out: Record<string, any>) {\n const target = this.line || this.area;\n if (!target) {\n return;\n }\n const customPath = target.pathProxy as ICustomPath2D;\n const targetLine = this.target as ILine | IArea;\n if (targetLine.cache || targetLine.cacheArea) {\n this._onUpdateLineOrAreaWithCache(customPath, targetLine, end, ratio, out);\n } else {\n this._onUpdateLineWithoutCache(customPath, targetLine, end, ratio, out);\n }\n const targetAttrs = targetLine.attribute;\n target.setAttributes({\n stroke: targetAttrs.stroke,\n ...target.attribute\n });\n target.addUpdateBoundTag();\n }\n\n // 针对有cache的linear\n protected _onUpdateLineOrAreaWithCache(\n customPath: ICustomPath2D,\n g: ILine | IArea,\n end: boolean,\n ratio: number,\n out: Record<string, any>\n ) {\n customPath.clear();\n if (g.type === 'line') {\n let cache = g.cache;\n if (!Array.isArray(cache)) {\n cache = [cache];\n }\n const totalLen = cache.reduce((l: any, c: any) => l + c.getLength(), 0);\n const curves: ICurve<IPoint>[] = [];\n cache.forEach((c: any) => {\n c.curves.forEach((ci: any) => curves.push(ci));\n });\n return this._updateCurves(customPath, curves, totalLen, ratio);\n } else if (g.type === 'area' && g.cacheArea?.top?.curves) {\n const cache = g.cacheArea as IAreaCacheItem;\n const totalLen = cache.top.curves.reduce((a, b) => a + b.getLength(), 0);\n return this._updateCurves(customPath, cache.top.curves, totalLen, ratio);\n }\n }\n\n protected _updateCurves(customPath: ICustomPath2D, curves: ICurve<IPoint>[], totalLen: number, ratio: number) {\n const startLen = totalLen * ratio;\n const endLen = Math.min(startLen + (this.params?.streamLength ?? 10), totalLen);\n let lastLen = 0;\n let start = false;\n for (let i = 0; i < curves.length; i++) {\n if (curves[i].defined !== false) {\n const curveItem = curves[i];\n const len = curveItem.getLength();\n const startPercent = 1 - (lastLen + len - startLen) / len;\n let endPercent = 1 - (lastLen + len - endLen) / len;\n let curveForStart: ICubicBezierCurve;\n if (lastLen < startLen && lastLen + len > startLen) {\n start = true;\n if (curveItem.p2 && curveItem.p3) {\n const [_, curve2] = divideCubic(curveItem as ICubicBezierCurve, startPercent);\n customPath.moveTo(curve2.p0.x, curve2.p0.y);\n curveForStart = curve2;\n // console.log(curve2.p0.x, curve2.p0.y);\n } else {\n const p = curveItem.getPointAt(startPercent);\n customPath.moveTo(p.x, p.y);\n }\n }\n if (lastLen < endLen && lastLen + len > endLen) {\n if (curveItem.p2 && curveItem.p3) {\n if (curveForStart) {\n endPercent = (endLen - startLen) / curveForStart.getLength();\n }\n const [curve1] = divideCubic(curveForStart || (curveItem as ICubicBezierCurve), endPercent);\n customPath.bezierCurveTo(curve1.p1.x, curve1.p1.y, curve1.p2.x, curve1.p2.y, curve1.p3.x, curve1.p3.y);\n } else {\n const p = curveItem.getPointAt(endPercent);\n customPath.lineTo(p.x, p.y);\n }\n break;\n } else if (start) {\n if (curveItem.p2 && curveItem.p3) {\n const curve = curveForStart || curveItem;\n customPath.bezierCurveTo(curve.p1.x, curve.p1.y, curve.p2.x, curve.p2.y, curve.p3.x, curve.p3.y);\n } else {\n customPath.lineTo(curveItem.p1.x, curveItem.p1.y);\n }\n }\n lastLen += len;\n }\n }\n }\n\n // 只针对最简单的linear\n protected _onUpdateLineWithoutCache(\n customPath: ICustomPath2D,\n line: ILine,\n end: boolean,\n ratio: number,\n out: Record<string, any>\n ) {\n const { points, curveType } = line.attribute;\n if (!points || points.length < 2 || curveType !== 'linear') {\n return;\n }\n let totalLen = 0;\n for (let i = 1; i < points.length; i++) {\n totalLen += PointService.distancePP(points[i], points[i - 1]);\n }\n const startLen = totalLen * ratio;\n const endLen = Math.min(startLen + (this.params?.streamLength ?? 10), totalLen);\n const nextPoints = [];\n let lastLen = 0;\n for (let i = 1; i < points.length; i++) {\n const len = PointService.distancePP(points[i], points[i - 1]);\n if (lastLen < startLen && lastLen + len > startLen) {\n nextPoints.push(PointService.pointAtPP(points[i - 1], points[i], 1 - (lastLen + len - startLen) / len));\n }\n if (lastLen < endLen && lastLen + len > endLen) {\n nextPoints.push(PointService.pointAtPP(points[i - 1], points[i], 1 - (lastLen + len - endLen) / len));\n break;\n } else if (nextPoints.length) {\n nextPoints.push(points[i]);\n }\n lastLen += len;\n }\n\n if (!nextPoints.length || nextPoints.length < 2) {\n return;\n }\n customPath.clear();\n customPath.moveTo(nextPoints[0].x, nextPoints[0].y);\n for (let i = 1; i < nextPoints.length; i++) {\n customPath.lineTo(nextPoints[i].x, nextPoints[i].y);\n }\n }\n}\n"]}
@@ -22,6 +22,7 @@ export class TagPointsUpdate extends ACustomAnimate {
22
22
  return [];
23
23
  }
24
24
  onBind() {
25
+ super.onBind();
25
26
  const {points: points, segments: segments} = this.target.attribute, {points: pointsTo, segments: segmentsTo} = this.target.getFinalAttribute();
26
27
  this.from = {
27
28
  points: points,
@@ -1 +1 @@
1
- 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{ clamp, isValidNumber, Point, type IPointLike } from '@visactor/vutils';\nimport type { ISegment, ILineAttribute, EasingType } from '@visactor/vrender-core';\nimport { pointInterpolation } from '@visactor/vrender-core';\nimport { ACustomAnimate } from './custom-animate';\n\nexport class TagPointsUpdate extends ACustomAnimate<{ points?: IPointLike[]; segments?: ISegment[] }> {\n protected fromPoints: IPointLike[];\n protected toPoints: IPointLike[];\n protected points: IPointLike[];\n protected interpolatePoints: [IPointLike, IPointLike][];\n protected newPointAnimateType: 'grow' | 'appear' | 'clip';\n protected clipRange: number;\n protected shrinkClipRange: number;\n protected clipRangeByDimension: 'x' | 'y';\n protected segmentsCache: number[];\n\n constructor(\n from: any,\n to: any,\n duration: number,\n easing: EasingType,\n params?: { newPointAnimateType?: 'grow' | 'appear' | 'clip'; clipRangeByDimension?: 'x' | 'y' }\n ) {\n super(from, to, duration, easing, params);\n this.newPointAnimateType = params?.newPointAnimateType ?? 'grow';\n this.clipRangeByDimension = params?.clipRangeByDimension ?? 'x';\n }\n\n private getPoints(attribute: typeof this.from, cache = false): IPointLike[] {\n if (attribute.points) {\n return attribute.points;\n }\n\n if (attribute.segments) {\n const points = [] as IPointLike[];\n if (!this.segmentsCache) {\n this.segmentsCache = [];\n }\n attribute.segments.map((segment: any) => {\n if (segment.points) {\n points.push(...segment.points);\n }\n if (cache) {\n this.segmentsCache.push(segment.points?.length ?? 0);\n }\n });\n return points;\n }\n return [];\n }\n\n onBind(): void {\n const { points, segments } = this.target.attribute as any;\n const { points: pointsTo, segments: segmentsTo } = this.target.getFinalAttribute() as any;\n\n this.from = { points, segments };\n this.to = { points: pointsTo, segments: segmentsTo };\n this.props = this.to;\n\n const originFromPoints = this.getPoints(this.from);\n const originToPoints = this.getPoints(this.to, true);\n this.fromPoints = !originFromPoints ? [] : !Array.isArray(originFromPoints) ? [originFromPoints] : originFromPoints;\n this.toPoints = !originToPoints ? [] : !Array.isArray(originToPoints) ? [originToPoints] : originToPoints;\n\n const tagMap = new Map<string, IPointLike>();\n this.fromPoints.forEach(point => {\n if (point.context) {\n tagMap.set(point.context, point);\n }\n });\n let firstMatchedIndex = Infinity;\n let lastMatchedIndex = -Infinity;\n let firstMatchedPoint: IPointLike;\n let lastMatchedPoint: IPointLike;\n for (let i = 0; i < this.toPoints.length; i += 1) {\n if (tagMap.has(this.toPoints[i].context)) {\n firstMatchedIndex = i;\n firstMatchedPoint = tagMap.get(this.toPoints[i].context);\n break;\n }\n }\n for (let i = this.toPoints.length - 1; i >= 0; i -= 1) {\n if (tagMap.has(this.toPoints[i].context)) {\n lastMatchedIndex = i;\n lastMatchedPoint = tagMap.get(this.toPoints[i].context);\n break;\n }\n }\n\n if (this.newPointAnimateType === 'clip') {\n if (this.toPoints.length !== 0) {\n if (Number.isFinite(lastMatchedIndex)) {\n this.clipRange =\n this.toPoints[lastMatchedIndex][this.clipRangeByDimension] /\n this.toPoints[this.toPoints.length - 1][this.clipRangeByDimension];\n if (this.clipRange === 1) {\n this.shrinkClipRange =\n this.toPoints[lastMatchedIndex][this.clipRangeByDimension] /\n this.fromPoints[this.fromPoints.length - 1][this.clipRangeByDimension];\n }\n if (!isValidNumber(this.clipRange)) {\n this.clipRange = 0;\n } else {\n this.clipRange = clamp(this.clipRange, 0, 1);\n }\n } else {\n this.clipRange = 0;\n }\n }\n }\n // TODO: shrink removed points\n // if no point is matched, animation should start from toPoint[0]\n let prevMatchedPoint = this.toPoints[0];\n this.interpolatePoints = this.toPoints.map((point, index) => {\n const matchedPoint = tagMap.get(point.context);\n if (matchedPoint) {\n prevMatchedPoint = matchedPoint;\n return [matchedPoint, point];\n }\n // appear new point\n if (this.newPointAnimateType === 'appear' || this.newPointAnimateType === 'clip') {\n return [point, point];\n }\n // grow new point\n if (index < firstMatchedIndex && firstMatchedPoint) {\n return [firstMatchedPoint, point];\n } else if (index > lastMatchedIndex && lastMatchedPoint) {\n return [lastMatchedPoint, point];\n }\n return [prevMatchedPoint, point];\n });\n this.points = this.interpolatePoints.map(interpolate => {\n const fromPoint = interpolate[0];\n const toPoint = interpolate[1];\n const newPoint = new Point(fromPoint.x, fromPoint.y, fromPoint.x1, fromPoint.y1);\n newPoint.defined = toPoint.defined;\n newPoint.context = toPoint.context;\n return newPoint;\n });\n }\n\n onFirstRun(): void {\n const lastClipRange = (this.target.attribute as any).clipRange;\n if (isValidNumber(lastClipRange * this.clipRange)) {\n this.clipRange *= lastClipRange;\n }\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // if not create new points, multi points animation might not work well.\n this.points = this.points.map((point, index) => {\n const newPoint = pointInterpolation(this.interpolatePoints[index][0], this.interpolatePoints[index][1], ratio);\n newPoint.context = point.context;\n return newPoint;\n });\n if (this.clipRange) {\n if (this.shrinkClipRange) {\n // 折线变短\n if (!end) {\n out.points = this.fromPoints;\n out.clipRange = this.clipRange - (this.clipRange - this.shrinkClipRange) * ratio;\n } else {\n out.points = this.toPoints;\n out.clipRange = 1;\n }\n return;\n }\n this.target.setAttributes({ clipRange: this.clipRange + (1 - this.clipRange) * ratio } as any);\n }\n if (this.segmentsCache && this.to.segments) {\n let start = 0;\n const segments = this.to.segments.map((segment: any, index: any) => {\n const end = start + this.segmentsCache[index];\n const points = this.points.slice(start, end);\n start = end;\n return {\n ...segment,\n points\n };\n });\n (this.target.attribute as ILineAttribute).points = segments;\n } else {\n (this.target.attribute as ILineAttribute).points = this.points;\n }\n this.target.addUpdatePositionTag();\n this.target.addUpdateShapeAndBoundsTag();\n }\n}\n"]}
1
+ 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{ clamp, isValidNumber, Point, type IPointLike } from '@visactor/vutils';\nimport type { ISegment, ILineAttribute, EasingType } from '@visactor/vrender-core';\nimport { pointInterpolation } from '@visactor/vrender-core';\nimport { ACustomAnimate } from './custom-animate';\n\nexport class TagPointsUpdate extends ACustomAnimate<{ points?: IPointLike[]; segments?: ISegment[] }> {\n protected fromPoints: IPointLike[];\n protected toPoints: IPointLike[];\n protected points: IPointLike[];\n protected interpolatePoints: [IPointLike, IPointLike][];\n protected newPointAnimateType: 'grow' | 'appear' | 'clip';\n protected clipRange: number;\n protected shrinkClipRange: number;\n protected clipRangeByDimension: 'x' | 'y';\n protected segmentsCache: number[];\n\n constructor(\n from: any,\n to: any,\n duration: number,\n easing: EasingType,\n params?: { newPointAnimateType?: 'grow' | 'appear' | 'clip'; clipRangeByDimension?: 'x' | 'y' }\n ) {\n super(from, to, duration, easing, params);\n this.newPointAnimateType = params?.newPointAnimateType ?? 'grow';\n this.clipRangeByDimension = params?.clipRangeByDimension ?? 'x';\n }\n\n private getPoints(attribute: typeof this.from, cache = false): IPointLike[] {\n if (attribute.points) {\n return attribute.points;\n }\n\n if (attribute.segments) {\n const points = [] as IPointLike[];\n if (!this.segmentsCache) {\n this.segmentsCache = [];\n }\n attribute.segments.map((segment: any) => {\n if (segment.points) {\n points.push(...segment.points);\n }\n if (cache) {\n this.segmentsCache.push(segment.points?.length ?? 0);\n }\n });\n return points;\n }\n return [];\n }\n\n onBind(): void {\n super.onBind();\n const { points, segments } = this.target.attribute as any;\n const { points: pointsTo, segments: segmentsTo } = this.target.getFinalAttribute() as any;\n\n this.from = { points, segments };\n this.to = { points: pointsTo, segments: segmentsTo };\n this.props = this.to;\n\n const originFromPoints = this.getPoints(this.from);\n const originToPoints = this.getPoints(this.to, true);\n this.fromPoints = !originFromPoints ? [] : !Array.isArray(originFromPoints) ? [originFromPoints] : originFromPoints;\n this.toPoints = !originToPoints ? [] : !Array.isArray(originToPoints) ? [originToPoints] : originToPoints;\n\n const tagMap = new Map<string, IPointLike>();\n this.fromPoints.forEach(point => {\n if (point.context) {\n tagMap.set(point.context, point);\n }\n });\n let firstMatchedIndex = Infinity;\n let lastMatchedIndex = -Infinity;\n let firstMatchedPoint: IPointLike;\n let lastMatchedPoint: IPointLike;\n for (let i = 0; i < this.toPoints.length; i += 1) {\n if (tagMap.has(this.toPoints[i].context)) {\n firstMatchedIndex = i;\n firstMatchedPoint = tagMap.get(this.toPoints[i].context);\n break;\n }\n }\n for (let i = this.toPoints.length - 1; i >= 0; i -= 1) {\n if (tagMap.has(this.toPoints[i].context)) {\n lastMatchedIndex = i;\n lastMatchedPoint = tagMap.get(this.toPoints[i].context);\n break;\n }\n }\n\n if (this.newPointAnimateType === 'clip') {\n if (this.toPoints.length !== 0) {\n if (Number.isFinite(lastMatchedIndex)) {\n this.clipRange =\n this.toPoints[lastMatchedIndex][this.clipRangeByDimension] /\n this.toPoints[this.toPoints.length - 1][this.clipRangeByDimension];\n if (this.clipRange === 1) {\n this.shrinkClipRange =\n this.toPoints[lastMatchedIndex][this.clipRangeByDimension] /\n this.fromPoints[this.fromPoints.length - 1][this.clipRangeByDimension];\n }\n if (!isValidNumber(this.clipRange)) {\n this.clipRange = 0;\n } else {\n this.clipRange = clamp(this.clipRange, 0, 1);\n }\n } else {\n this.clipRange = 0;\n }\n }\n }\n // TODO: shrink removed points\n // if no point is matched, animation should start from toPoint[0]\n let prevMatchedPoint = this.toPoints[0];\n this.interpolatePoints = this.toPoints.map((point, index) => {\n const matchedPoint = tagMap.get(point.context);\n if (matchedPoint) {\n prevMatchedPoint = matchedPoint;\n return [matchedPoint, point];\n }\n // appear new point\n if (this.newPointAnimateType === 'appear' || this.newPointAnimateType === 'clip') {\n return [point, point];\n }\n // grow new point\n if (index < firstMatchedIndex && firstMatchedPoint) {\n return [firstMatchedPoint, point];\n } else if (index > lastMatchedIndex && lastMatchedPoint) {\n return [lastMatchedPoint, point];\n }\n return [prevMatchedPoint, point];\n });\n this.points = this.interpolatePoints.map(interpolate => {\n const fromPoint = interpolate[0];\n const toPoint = interpolate[1];\n const newPoint = new Point(fromPoint.x, fromPoint.y, fromPoint.x1, fromPoint.y1);\n newPoint.defined = toPoint.defined;\n newPoint.context = toPoint.context;\n return newPoint;\n });\n }\n\n onFirstRun(): void {\n const lastClipRange = (this.target.attribute as any).clipRange;\n if (isValidNumber(lastClipRange * this.clipRange)) {\n this.clipRange *= lastClipRange;\n }\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // if not create new points, multi points animation might not work well.\n this.points = this.points.map((point, index) => {\n const newPoint = pointInterpolation(this.interpolatePoints[index][0], this.interpolatePoints[index][1], ratio);\n newPoint.context = point.context;\n return newPoint;\n });\n if (this.clipRange) {\n if (this.shrinkClipRange) {\n // 折线变短\n if (!end) {\n out.points = this.fromPoints;\n out.clipRange = this.clipRange - (this.clipRange - this.shrinkClipRange) * ratio;\n } else {\n out.points = this.toPoints;\n out.clipRange = 1;\n }\n return;\n }\n this.target.setAttributes({ clipRange: this.clipRange + (1 - this.clipRange) * ratio } as any);\n }\n if (this.segmentsCache && this.to.segments) {\n let start = 0;\n const segments = this.to.segments.map((segment: any, index: any) => {\n const end = start + this.segmentsCache[index];\n const points = this.points.slice(start, end);\n start = end;\n return {\n ...segment,\n points\n };\n });\n (this.target.attribute as ILineAttribute).points = segments;\n } else {\n (this.target.attribute as ILineAttribute).points = this.points;\n }\n this.target.addUpdatePositionTag();\n this.target.addUpdateShapeAndBoundsTag();\n }\n}\n"]}
@@ -6,6 +6,7 @@ export class Update extends ACustomAnimate {
6
6
  }
7
7
  onBind() {
8
8
  var _a, _b;
9
+ super.onBind();
9
10
  let {diffAttrs: diffAttrs = {}} = null !== (_a = this.target.context) && void 0 !== _a ? _a : {};
10
11
  const {options: options} = this.params;
11
12
  (null === (_b = null == options ? void 0 : options.excludeChannels) || void 0 === _b ? void 0 : _b.length) && (diffAttrs = Object.assign({}, diffAttrs),
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/custom/update.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAclD,MAAM,OAAO,MAAO,SAAQ,cAAsC;IAIhE,YAAY,IAAU,EAAE,EAAQ,EAAE,QAAgB,EAAE,MAAkB,EAAE,MAAgC;QACtG,KAAK,CAAC,IAAI,EAAE,EAAE,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAE5C,CAAC;IAED,MAAM;;QACJ,IAAI,EAAE,SAAS,GAAG,EAAE,EAAE,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,OAAO,mCAAK,EAAU,CAAC;QAC5D,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC,MAAa,CAAC;QAEvC,IAAI,MAAA,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,eAAe,0CAAE,MAAM,EAAE;YACpC,SAAS,qBAAQ,SAAS,CAAE,CAAC;YAC7B,OAAO,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC,OAAe,EAAE,EAAE;gBAClD,OAAO,SAAS,CAAC,OAAO,CAAC,CAAC;YAC5B,CAAC,CAAC,CAAC;SACJ;QAED,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;IACzB,CAAC;IAED,MAAM,CAAC,GAAY,EAAE,KAAa,EAAE,GAAwB;QAC1D,IAAI,CAAC,OAAO,EAAE,CAAC;QACf,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YACjC,OAAO;SACR;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACtC,IAAI,CAAC,OAAO,CAAC,yBAAyB;YACpC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC;YACnG,CAAC,CAAC,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;gBAEtD,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE;oBACjD,OAAO;iBACR;gBACD,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;gBACjC,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;gBACtC,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;gBAChC,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YAC/D,CAAC,CAAC,CAAC;QACP,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;IACtC,CAAC;CACF","file":"update.js","sourcesContent":["import type { EasingType } from '@visactor/vrender-core';\nimport { ACustomAnimate } from './custom-animate';\n\nexport interface IUpdateAnimationOptions {\n diffAttrs: Record<string, any>;\n animationState: string;\n diffState: string;\n data: Record<string, any>[];\n}\n\n/**\n * 文本输入动画,实现类似打字机的字符逐个显示效果\n * 支持通过beforeText和afterText参数添加前缀和后缀\n * 支持通过showCursor参数显示光标,cursorChar自定义光标字符\n */\nexport class Update extends ACustomAnimate<Record<string, number>> {\n declare valid: boolean;\n // params: IUpdateAnimationOptions;\n\n constructor(from: null, to: null, duration: number, easing: EasingType, params?: IUpdateAnimationOptions) {\n super(from, to, duration, easing, params);\n // this.params = params;\n }\n\n onBind() {\n let { diffAttrs = {} } = this.target.context ?? ({} as any);\n const { options } = this.params as any;\n\n if (options?.excludeChannels?.length) {\n diffAttrs = { ...diffAttrs };\n options.excludeChannels.forEach((channel: string) => {\n delete diffAttrs[channel];\n });\n }\n\n this.props = diffAttrs;\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n if (!this.props || !this.propKeys) {\n return;\n }\n // 应用缓动函数\n const easedRatio = this.easing(ratio);\n this.animate.interpolateUpdateFunction\n ? this.animate.interpolateUpdateFunction(this.fromProps, this.props, easedRatio, this, this.target)\n : this.interpolateUpdateFunctions.forEach((func, index) => {\n // 如果这个属性被屏蔽了,直接跳过\n if (!this.animate.validAttr(this.propKeys[index])) {\n return;\n }\n const key = this.propKeys[index];\n const fromValue = this.fromProps[key];\n const toValue = this.props[key];\n func(key, fromValue, toValue, easedRatio, this, this.target);\n });\n this.onUpdate(end, easedRatio, out);\n }\n}\n"]}
1
+ {"version":3,"sources":["../src/custom/update.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAclD,MAAM,OAAO,MAAO,SAAQ,cAAsC;IAIhE,YAAY,IAAU,EAAE,EAAQ,EAAE,QAAgB,EAAE,MAAkB,EAAE,MAAgC;QACtG,KAAK,CAAC,IAAI,EAAE,EAAE,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAE5C,CAAC;IAED,MAAM;;QACJ,KAAK,CAAC,MAAM,EAAE,CAAC;QACf,IAAI,EAAE,SAAS,GAAG,EAAE,EAAE,GAAG,MAAA,IAAI,CAAC,MAAM,CAAC,OAAO,mCAAK,EAAU,CAAC;QAC5D,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC,MAAa,CAAC;QAEvC,IAAI,MAAA,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,eAAe,0CAAE,MAAM,EAAE;YACpC,SAAS,qBAAQ,SAAS,CAAE,CAAC;YAC7B,OAAO,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC,OAAe,EAAE,EAAE;gBAClD,OAAO,SAAS,CAAC,OAAO,CAAC,CAAC;YAC5B,CAAC,CAAC,CAAC;SACJ;QAED,IAAI,CAAC,KAAK,GAAG,SAAS,CAAC;IACzB,CAAC;IAED,MAAM,CAAC,GAAY,EAAE,KAAa,EAAE,GAAwB;QAC1D,IAAI,CAAC,OAAO,EAAE,CAAC;QACf,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YACjC,OAAO;SACR;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACtC,IAAI,CAAC,OAAO,CAAC,yBAAyB;YACpC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,KAAK,EAAE,UAAU,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC;YACnG,CAAC,CAAC,IAAI,CAAC,0BAA0B,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;gBAEtD,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,EAAE;oBACjD,OAAO;iBACR;gBACD,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;gBACjC,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;gBACtC,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;gBAChC,IAAI,CAAC,GAAG,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YAC/D,CAAC,CAAC,CAAC;QACP,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;IACtC,CAAC;CACF","file":"update.js","sourcesContent":["import type { EasingType } from '@visactor/vrender-core';\nimport { ACustomAnimate } from './custom-animate';\n\nexport interface IUpdateAnimationOptions {\n diffAttrs: Record<string, any>;\n animationState: string;\n diffState: string;\n data: Record<string, any>[];\n}\n\n/**\n * 文本输入动画,实现类似打字机的字符逐个显示效果\n * 支持通过beforeText和afterText参数添加前缀和后缀\n * 支持通过showCursor参数显示光标,cursorChar自定义光标字符\n */\nexport class Update extends ACustomAnimate<Record<string, number>> {\n declare valid: boolean;\n // params: IUpdateAnimationOptions;\n\n constructor(from: null, to: null, duration: number, easing: EasingType, params?: IUpdateAnimationOptions) {\n super(from, to, duration, easing, params);\n // this.params = params;\n }\n\n onBind() {\n super.onBind();\n let { diffAttrs = {} } = this.target.context ?? ({} as any);\n const { options } = this.params as any;\n\n if (options?.excludeChannels?.length) {\n diffAttrs = { ...diffAttrs };\n options.excludeChannels.forEach((channel: string) => {\n delete diffAttrs[channel];\n });\n }\n\n this.props = diffAttrs;\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n if (!this.props || !this.propKeys) {\n return;\n }\n // 应用缓动函数\n const easedRatio = this.easing(ratio);\n this.animate.interpolateUpdateFunction\n ? this.animate.interpolateUpdateFunction(this.fromProps, this.props, easedRatio, this, this.target)\n : this.interpolateUpdateFunctions.forEach((func, index) => {\n // 如果这个属性被屏蔽了,直接跳过\n if (!this.animate.validAttr(this.propKeys[index])) {\n return;\n }\n const key = this.propKeys[index];\n const fromValue = this.fromProps[key];\n const toValue = this.props[key];\n func(key, fromValue, toValue, easedRatio, this, this.target);\n });\n this.onUpdate(end, easedRatio, out);\n }\n}\n"]}
@@ -124,7 +124,7 @@ export class AnimateExecutor {
124
124
  _handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, options, type, graphic) {
125
125
  var _a, _b, _c, _d;
126
126
  if (custom && customType) {
127
- const customParams = this.resolveValue(customParameters, graphic, {}), objOptions = isFunction(options) ? options.call(null, null !== (_b = customParameters && (null === (_a = customParameters.data) || void 0 === _a ? void 0 : _a[0])) && void 0 !== _b ? _b : null === (_d = null === (_c = graphic.context) || void 0 === _c ? void 0 : _c.data) || void 0 === _d ? void 0 : _d[0], graphic, customParameters) : options;
127
+ const customParams = this.resolveValue(customParameters, graphic, {}), objOptions = isFunction(options) ? options.call(null, null !== (_b = customParams && (null === (_a = customParams.data) || void 0 === _a ? void 0 : _a[0])) && void 0 !== _b ? _b : null === (_d = null === (_c = graphic.context) || void 0 === _c ? void 0 : _c.data) || void 0 === _d ? void 0 : _d[0], graphic, customParams) : options;
128
128
  customParams.options = objOptions, 1 === customType ? this.createCustomAnimation(animate, custom, from, props, duration, easing, customParams) : 2 === customType && this.createCustomInterpolatorAnimation(animate, custom, props, duration, easing, customParams);
129
129
  } else "to" === type ? animate.to(props, duration, easing) : "from" === type && animate.from(props, duration, easing);
130
130
  }
@@ -144,11 +144,14 @@ export class AnimateExecutor {
144
144
  const {effects: effects, duration: duration = 300, delay: delay = 0, delayAfter: delayAfter = 0} = slice, delayValue = isFunction(delay) ? delay(null === (_b = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.data) || void 0 === _b ? void 0 : _b[0], graphic, {}) : delay, delayAfterValue = isFunction(delayAfter) ? delayAfter(null === (_d = null === (_c = graphic.context) || void 0 === _c ? void 0 : _c.data) || void 0 === _d ? void 0 : _d[0], graphic, {}) : delayAfter;
145
145
  delayValue > 0 && animate.wait(delayValue);
146
146
  (Array.isArray(effects) ? effects : [ effects ]).forEach((effect => {
147
+ var _a, _b;
147
148
  const {type: type = "fromTo", channel: channel, customParameters: customParameters, easing: easing = "linear", options: options} = effect;
148
149
  let parsedFromProps = null, props = effect.to, from = effect.from;
149
150
  props || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
150
151
  props = parsedFromProps.props), from || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
151
- from = parsedFromProps.from), this._handleRunAnimate(animate, effect.custom, effect.customType, from, props, duration, easing, customParameters, options, type, graphic);
152
+ from = parsedFromProps.from);
153
+ const custom = null !== (_a = effect.custom) && void 0 !== _a ? _a : AnimateExecutor.builtInAnimateMap[type], customType = null !== (_b = effect.customType) && void 0 !== _b ? _b : custom && isFunction(custom) ? /^class\s/.test(Function.prototype.toString.call(custom)) ? 1 : 2 : 0;
154
+ this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, options, type, graphic);
152
155
  })), delayAfterValue > 0 && animate.wait(delayAfterValue);
153
156
  }
154
157
  createCustomInterpolatorAnimation(animate, interpolator, props, duration, easing, customParams) {
@@ -170,8 +173,9 @@ export class AnimateExecutor {
170
173
  var _a, _b;
171
174
  const value = null === (_b = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.diffAttrs) || void 0 === _b ? void 0 : _b[key];
172
175
  void 0 !== value && (props[key] = value);
173
- })) : Object.entries(channel).forEach((([key, config]) => {
176
+ })) : Object.keys(channel).forEach((key => {
174
177
  var _a, _b;
178
+ const config = channel[key];
175
179
  void 0 !== config.to && ("function" == typeof config.to ? props[key] = config.to(null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.data, graphic, {}) : props[key] = config.to),
176
180
  void 0 !== config.from && (from || (from = {}), "function" == typeof config.from ? from[key] = config.from(null === (_b = graphic.context) || void 0 === _b ? void 0 : _b.data, graphic, {}) : from[key] = config.from);
177
181
  })), {
@@ -1 +1 @@
1
- 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type { IGraphic, EasingType, IAnimate } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { isArray, isFunction } from '@visactor/vutils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 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!this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, undefined, undefined);\n const startTime = this.resolveValue(params.startTime, undefined, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, undefined, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]).forEach(slice => {\n slice.delay = this.resolveValue(slice.delay, undefined, 0);\n slice.delayAfter = this.resolveValue(slice.delayAfter, undefined, 0);\n slice.duration = this.resolveValue(slice.duration, undefined, 300);\n sliceTime += slice.delay + slice.duration + slice.delayAfter;\n });\n let oneByOneDelay = 0;\n let oneByOneTime = 0;\n if (oneByOne) {\n oneByOneTime = Number(oneByOne);\n oneByOneDelay = oneByOneTime;\n }\n parsedParams.oneByOne = oneByOneTime;\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n const scale = totalTime ? totalTime / _totalTime : 1;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? 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(/^class\\s/.test(Function.prototype.toString.call(custom)) ? 1 : 2) : 0;\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOne = oneByOneTime * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n }\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, undefined, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, undefined, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, undefined, 300);\n\n let oneByOneDelay = 0;\n let oneByOneTime = 0;\n if (oneByOne) {\n oneByOneTime = Number(oneByOne);\n oneByOneDelay = duration + oneByOneTime;\n }\n parsedParams.oneByOne = oneByOneTime;\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType =\n parsedParams.custom && isFunction(parsedParams.custom)\n ? /^class\\s/.test(Function.prototype.toString.call(parsedParams.custom))\n ? 1\n : 2\n : 0;\n parsedParams.customType = customType;\n\n if (totalTime) {\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = totalTime ? totalTime / _totalTime : 1;\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOne = oneByOneTime * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data, child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort((a.context as any)?.data, (b.context as any)?.data, a, b, {});\n });\n }\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n const cb = isTimeline\n ? 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'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt((startTime as number) + delayValue);\n const wait = index * oneByOneDelay;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n options,\n type,\n graphic\n );\n\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue as number);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n const customParams = this.resolveValue(customParameters, graphic, {});\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParameters && customParameters.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParameters\n )\n : options;\n customParams.options = objOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(slice: IAnimationTimeSlice, animate: IAnimate, graphic: IGraphic) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n this._handleRunAnimate(\n animate,\n effect.custom,\n (effect as any).customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): { from: Record<string, any> | null; props: Record<string, any> } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n\n if (!channel) {\n return {\n from,\n props\n };\n }\n\n if (!Array.isArray(channel)) {\n // 如果是对象,解析 from/to 配置\n Object.entries(channel).forEach(([key, config]) => {\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data, graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data, graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n } else {\n channel.forEach(key => {\n const value = graphic.context?.diffAttrs?.[key];\n if (value !== undefined) {\n props[key] = value;\n }\n });\n }\n\n return {\n from,\n props\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data, graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n this.onEnd();\n }\n }\n}\n"]}
1
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type { IGraphic, EasingType, IAnimate } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { isArray, isFunction } from '@visactor/vutils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 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!this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, undefined, undefined);\n const startTime = this.resolveValue(params.startTime, undefined, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, undefined, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]).forEach(slice => {\n slice.delay = this.resolveValue(slice.delay, undefined, 0);\n slice.delayAfter = this.resolveValue(slice.delayAfter, undefined, 0);\n slice.duration = this.resolveValue(slice.duration, undefined, 300);\n sliceTime += slice.delay + slice.duration + slice.delayAfter;\n });\n let oneByOneDelay = 0;\n let oneByOneTime = 0;\n if (oneByOne) {\n oneByOneTime = Number(oneByOne);\n oneByOneDelay = oneByOneTime;\n }\n parsedParams.oneByOne = oneByOneTime;\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n const scale = totalTime ? totalTime / _totalTime : 1;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? 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(/^class\\s/.test(Function.prototype.toString.call(custom)) ? 1 : 2) : 0;\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOne = oneByOneTime * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n }\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, undefined, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, undefined, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, undefined, 300);\n\n let oneByOneDelay = 0;\n let oneByOneTime = 0;\n if (oneByOne) {\n oneByOneTime = Number(oneByOne);\n oneByOneDelay = duration + oneByOneTime;\n }\n parsedParams.oneByOne = oneByOneTime;\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType =\n parsedParams.custom && isFunction(parsedParams.custom)\n ? /^class\\s/.test(Function.prototype.toString.call(parsedParams.custom))\n ? 1\n : 2\n : 0;\n parsedParams.customType = customType;\n\n if (totalTime) {\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = totalTime ? totalTime / _totalTime : 1;\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOne = oneByOneTime * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data, child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort((a.context as any)?.data, (b.context as any)?.data, a, b, {});\n });\n }\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt((startTime as number) + delayValue);\n const wait = index * oneByOneDelay;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n options,\n type,\n graphic\n );\n\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue as number);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n const customParams = this.resolveValue(customParameters, graphic, {});\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(slice: IAnimationTimeSlice, animate: IAnimate, graphic: IGraphic) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType =\n (effect as any).customType ??\n (custom && isFunction(custom) ? (/^class\\s/.test(Function.prototype.toString.call(custom)) ? 1 : 2) : 0);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): { from: Record<string, any> | null; props: Record<string, any> } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n\n if (!channel) {\n return {\n from,\n props\n };\n }\n\n if (!Array.isArray(channel)) {\n // 如果是对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data, graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data, graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n } else {\n channel.forEach(key => {\n const value = graphic.context?.diffAttrs?.[key];\n if (value !== undefined) {\n props[key] = value;\n }\n });\n }\n\n return {\n from,\n props\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data, graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n this.onEnd();\n }\n }\n}\n"]}
package/es/index.d.ts CHANGED
@@ -11,11 +11,11 @@ export { IncreaseCount } from './custom/number';
11
11
  export { InputText } from './custom/input-text';
12
12
  export { ClipGraphicAnimate, ClipAngleAnimate, ClipRadiusAnimate, ClipDirectionAnimate } from './custom/clip-graphic';
13
13
  export { TagPointsUpdate } from './custom/tag-points';
14
- export { GroupFadeIn, GroupFadeOut } from './custom/group-fade';
14
+ export { GroupFadeIn, GroupFadeOut } from './custom/groupFade';
15
15
  export { RotateBySphereAnimate } from './custom/sphere';
16
16
  export { AnimateExecutor } from './executor/animate-executor';
17
17
  export type { IAnimationConfig } from './executor/executor';
18
- export { registerCustomAnimate } from './custom/register';
18
+ export * from './custom/register';
19
19
  export * from './state';
20
20
  export { AnimationTransitionRegistry } from './state/animation-states-registry';
21
21
  export { transitionRegistry } from './state/animation-states-registry';
package/es/index.js CHANGED
@@ -24,13 +24,13 @@ export { ClipGraphicAnimate, ClipAngleAnimate, ClipRadiusAnimate, ClipDirectionA
24
24
 
25
25
  export { TagPointsUpdate } from "./custom/tag-points";
26
26
 
27
- export { GroupFadeIn, GroupFadeOut } from "./custom/group-fade";
27
+ export { GroupFadeIn, GroupFadeOut } from "./custom/groupFade";
28
28
 
29
29
  export { RotateBySphereAnimate } from "./custom/sphere";
30
30
 
31
31
  export { AnimateExecutor } from "./executor/animate-executor";
32
32
 
33
- export { registerCustomAnimate } from "./custom/register";
33
+ export * from "./custom/register";
34
34
 
35
35
  export * from "./state";
36
36
 
package/es/index.js.map CHANGED
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,IAAI,IAAI,WAAW,EAAE,MAAM,QAAQ,CAAC;AAG7C,cAAc,qBAAqB,CAAC;AACpC,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5E,OAAO,EAAE,iBAAiB,EAAE,MAAM,gCAAgC,CAAC;AACnE,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAChD,OAAO,EAAE,kBAAkB,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,MAAM,uBAAuB,CAAC;AACtH,OAAO,EAAE,eAAe,EAAE,MAAM,qBAAqB,CAAC;AACtD,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAC/D,OAAO,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AACxD,OAAO,EAAE,eAAe,EAAE,MAAM,6BAA6B,CAAC;AAE9D,cAAc,mBAAmB,CAAC;AAElC,cAAc,SAAS,CAAC;AACxB,OAAO,EAAE,2BAA2B,EAAE,MAAM,mCAAmC,CAAC;AAChF,OAAO,EAAE,kBAAkB,EAAE,MAAM,mCAAmC,CAAC;AACvE,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAChE,OAAO,EAAE,mBAAmB,EAAE,MAAM,yBAAyB,CAAC;AAG9D,cAAc,aAAa,CAAC","file":"index.js","sourcesContent":["// 导出实现\nexport { Animate } from './animate';\nexport { DefaultTimeline } from './timeline';\nexport { ManualTicker } from './ticker/manual-ticker';\nexport { DefaultTicker } from './ticker/default-ticker';\nexport { Step as AnimateStep } from './step';\n\n// 导出工具函数\nexport * from './utils/easing-func';\nexport { registerAnimate } from './register';\nexport { ACustomAnimate, AComponentAnimate } from './custom/custom-animate';\nexport { ComponentAnimator } from './component/component-animator';\nexport { IncreaseCount } from './custom/number';\nexport { InputText } from './custom/input-text';\nexport { ClipGraphicAnimate, ClipAngleAnimate, ClipRadiusAnimate, ClipDirectionAnimate } from './custom/clip-graphic';\nexport { TagPointsUpdate } from './custom/tag-points';\nexport { GroupFadeIn, GroupFadeOut } from './custom/groupFade';\nexport { RotateBySphereAnimate } from './custom/sphere';\nexport { AnimateExecutor } from './executor/animate-executor';\nexport type { IAnimationConfig } from './executor/executor';\nexport * from './custom/register';\n// Export animation state modules\nexport * from './state';\nexport { AnimationTransitionRegistry } from './state/animation-states-registry';\nexport { transitionRegistry } from './state/animation-states-registry';\nexport { AnimationStateManager } from './state/animation-state';\nexport { AnimationStateStore } from './state/animation-state';\n\n// Export component animation modules\nexport * from './component';\n"]}