@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
@@ -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 ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType =\n custom && isFunction(custom) ? (/^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 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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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'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/cjs/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/cjs/index.js CHANGED
@@ -17,7 +17,7 @@ var __createBinding = this && this.__createBinding || (Object.create ? function(
17
17
 
18
18
  Object.defineProperty(exports, "__esModule", {
19
19
  value: !0
20
- }), exports.AnimationStateStore = exports.AnimationStateManager = exports.transitionRegistry = exports.AnimationTransitionRegistry = exports.registerCustomAnimate = exports.AnimateExecutor = exports.RotateBySphereAnimate = exports.GroupFadeOut = exports.GroupFadeIn = exports.TagPointsUpdate = exports.ClipDirectionAnimate = exports.ClipRadiusAnimate = exports.ClipAngleAnimate = exports.ClipGraphicAnimate = exports.InputText = exports.IncreaseCount = exports.ComponentAnimator = exports.AComponentAnimate = exports.ACustomAnimate = exports.registerAnimate = exports.AnimateStep = exports.DefaultTicker = exports.ManualTicker = exports.DefaultTimeline = exports.Animate = void 0;
20
+ }), exports.AnimationStateStore = exports.AnimationStateManager = exports.transitionRegistry = exports.AnimationTransitionRegistry = exports.AnimateExecutor = exports.RotateBySphereAnimate = exports.GroupFadeOut = exports.GroupFadeIn = exports.TagPointsUpdate = exports.ClipDirectionAnimate = exports.ClipRadiusAnimate = exports.ClipAngleAnimate = exports.ClipGraphicAnimate = exports.InputText = exports.IncreaseCount = exports.ComponentAnimator = exports.AComponentAnimate = exports.ACustomAnimate = exports.registerAnimate = exports.AnimateStep = exports.DefaultTicker = exports.ManualTicker = exports.DefaultTimeline = exports.Animate = void 0;
21
21
 
22
22
  var animate_1 = require("./animate");
23
23
 
@@ -147,17 +147,17 @@ Object.defineProperty(exports, "TagPointsUpdate", {
147
147
  }
148
148
  });
149
149
 
150
- var group_fade_1 = require("./custom/group-fade");
150
+ var groupFade_1 = require("./custom/groupFade");
151
151
 
152
152
  Object.defineProperty(exports, "GroupFadeIn", {
153
153
  enumerable: !0,
154
154
  get: function() {
155
- return group_fade_1.GroupFadeIn;
155
+ return groupFade_1.GroupFadeIn;
156
156
  }
157
157
  }), Object.defineProperty(exports, "GroupFadeOut", {
158
158
  enumerable: !0,
159
159
  get: function() {
160
- return group_fade_1.GroupFadeOut;
160
+ return groupFade_1.GroupFadeOut;
161
161
  }
162
162
  });
163
163
 
@@ -177,16 +177,7 @@ Object.defineProperty(exports, "AnimateExecutor", {
177
177
  get: function() {
178
178
  return animate_executor_1.AnimateExecutor;
179
179
  }
180
- });
181
-
182
- var register_2 = require("./custom/register");
183
-
184
- Object.defineProperty(exports, "registerCustomAnimate", {
185
- enumerable: !0,
186
- get: function() {
187
- return register_2.registerCustomAnimate;
188
- }
189
- }), __exportStar(require("./state"), exports);
180
+ }), __exportStar(require("./custom/register"), exports), __exportStar(require("./state"), exports);
190
181
 
191
182
  var animation_states_registry_1 = require("./state/animation-states-registry");
192
183
 
package/cjs/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACA,qCAAoC;AAA3B,kGAAA,OAAO,OAAA;AAChB,uCAA6C;AAApC,2GAAA,eAAe,OAAA;AACxB,wDAAsD;AAA7C,6GAAA,YAAY,OAAA;AACrB,0DAAwD;AAA/C,+GAAA,aAAa,OAAA;AACtB,+BAA6C;AAApC,mGAAA,IAAI,OAAe;AAG5B,sDAAoC;AACpC,uCAA6C;AAApC,2GAAA,eAAe,OAAA;AACxB,0DAA4E;AAAnE,gHAAA,cAAc,OAAA;AAAE,mHAAA,iBAAiB,OAAA;AAC1C,qEAAmE;AAA1D,uHAAA,iBAAiB,OAAA;AAC1B,0CAAgD;AAAvC,uGAAA,aAAa,OAAA;AACtB,kDAAgD;AAAvC,uGAAA,SAAS,OAAA;AAClB,sDAAsH;AAA7G,kHAAA,kBAAkB,OAAA;AAAE,gHAAA,gBAAgB,OAAA;AAAE,iHAAA,iBAAiB,OAAA;AAAE,oHAAA,oBAAoB,OAAA;AACtF,kDAAsD;AAA7C,6GAAA,eAAe,OAAA;AACxB,kDAAgE;AAAvD,yGAAA,WAAW,OAAA;AAAE,0GAAA,YAAY,OAAA;AAClC,0CAAwD;AAA/C,+GAAA,qBAAqB,OAAA;AAC9B,gEAA8D;AAArD,mHAAA,eAAe,OAAA;AAExB,8CAA0D;AAAjD,iHAAA,qBAAqB,OAAA;AAE9B,0CAAwB;AACxB,+EAAgF;AAAvE,wIAAA,2BAA2B,OAAA;AACpC,+EAAuE;AAA9D,+HAAA,kBAAkB,OAAA;AAC3B,2DAAgE;AAAvD,wHAAA,qBAAqB,OAAA;AAC9B,2DAA8D;AAArD,sHAAA,mBAAmB,OAAA;AAG5B,8CAA4B","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/group-fade';\nexport { RotateBySphereAnimate } from './custom/sphere';\nexport { AnimateExecutor } from './executor/animate-executor';\nexport type { IAnimationConfig } from './executor/executor';\nexport { registerCustomAnimate } 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"]}
1
+ {"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACA,qCAAoC;AAA3B,kGAAA,OAAO,OAAA;AAChB,uCAA6C;AAApC,2GAAA,eAAe,OAAA;AACxB,wDAAsD;AAA7C,6GAAA,YAAY,OAAA;AACrB,0DAAwD;AAA/C,+GAAA,aAAa,OAAA;AACtB,+BAA6C;AAApC,mGAAA,IAAI,OAAe;AAG5B,sDAAoC;AACpC,uCAA6C;AAApC,2GAAA,eAAe,OAAA;AACxB,0DAA4E;AAAnE,gHAAA,cAAc,OAAA;AAAE,mHAAA,iBAAiB,OAAA;AAC1C,qEAAmE;AAA1D,uHAAA,iBAAiB,OAAA;AAC1B,0CAAgD;AAAvC,uGAAA,aAAa,OAAA;AACtB,kDAAgD;AAAvC,uGAAA,SAAS,OAAA;AAClB,sDAAsH;AAA7G,kHAAA,kBAAkB,OAAA;AAAE,gHAAA,gBAAgB,OAAA;AAAE,iHAAA,iBAAiB,OAAA;AAAE,oHAAA,oBAAoB,OAAA;AACtF,kDAAsD;AAA7C,6GAAA,eAAe,OAAA;AACxB,gDAA+D;AAAtD,wGAAA,WAAW,OAAA;AAAE,yGAAA,YAAY,OAAA;AAClC,0CAAwD;AAA/C,+GAAA,qBAAqB,OAAA;AAC9B,gEAA8D;AAArD,mHAAA,eAAe,OAAA;AAExB,oDAAkC;AAElC,0CAAwB;AACxB,+EAAgF;AAAvE,wIAAA,2BAA2B,OAAA;AACpC,+EAAuE;AAA9D,+HAAA,kBAAkB,OAAA;AAC3B,2DAAgE;AAAvD,wHAAA,qBAAqB,OAAA;AAC9B,2DAA8D;AAArD,sHAAA,mBAAmB,OAAA;AAG5B,8CAA4B","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"]}
package/cjs/step.d.ts CHANGED
@@ -17,6 +17,7 @@ export declare class Step implements IStep {
17
17
  protected _startTime: number;
18
18
  _hasFirstRun: boolean;
19
19
  protected _endCb?: (animate: IAnimate, step: IStep) => void;
20
+ syncAttributeUpdate: () => void;
20
21
  constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType);
21
22
  bind(target: IGraphic, animate: IAnimate): void;
22
23
  append(step: IStep): void;
@@ -28,6 +29,7 @@ export declare class Step implements IStep {
28
29
  setStartTime(time: number, updateDownstream?: boolean): void;
29
30
  getStartTime(): number;
30
31
  onBind(): void;
32
+ _syncAttributeUpdate: () => void;
31
33
  onFirstRun(): void;
32
34
  onStart(): void;
33
35
  protected tryPreventConflict(): void;
package/cjs/step.js CHANGED
@@ -10,12 +10,14 @@ function noop() {}
10
10
 
11
11
  class Step {
12
12
  constructor(type, props, duration, easing) {
13
- this._startTime = 0, this._hasFirstRun = !1, this.type = type, this.props = props,
14
- this.duration = duration, this.easing = easing ? "function" == typeof easing ? easing : easing_1.Easing[easing] : easing_1.Easing.linear,
15
- "wait" === type && (this.onUpdate = noop), this.id = vrender_core_1.Generator.GenAutoIncrementId();
13
+ this._startTime = 0, this._hasFirstRun = !1, this._syncAttributeUpdate = () => {
14
+ this.target.setAttributes(this.target.attribute);
15
+ }, this.type = type, this.props = props, this.duration = duration, this.easing = easing ? "function" == typeof easing ? easing : easing_1.Easing[easing] : easing_1.Easing.linear,
16
+ "wait" === type && (this.onUpdate = noop), this.id = vrender_core_1.Generator.GenAutoIncrementId(),
17
+ this.syncAttributeUpdate = noop;
16
18
  }
17
19
  bind(target, animate) {
18
- this.target = target, this.animate = animate, this.onBind();
20
+ this.target = target, this.animate = animate, this.onBind(), this.syncAttributeUpdate();
19
21
  }
20
22
  append(step) {
21
23
  this.next = step, step.prev = this, step.setStartTime(this.getStartTime() + this.duration, !1);
@@ -55,7 +57,9 @@ class Step {
55
57
  getStartTime() {
56
58
  return this._startTime;
57
59
  }
58
- onBind() {}
60
+ onBind() {
61
+ "glyph" === this.target.type && (this.syncAttributeUpdate = this._syncAttributeUpdate);
62
+ }
59
63
  onFirstRun() {}
60
64
  onStart() {
61
65
  if (!this._hasFirstRun) {
@@ -96,7 +100,7 @@ class Step {
96
100
  if (!this.animate.validAttr(this.propKeys[index])) return;
97
101
  const key = this.propKeys[index];
98
102
  func(key, this.fromProps[key], this.props[key], easedRatio, this, this.target);
99
- })), this.onUpdate(end, easedRatio, out);
103
+ })), this.onUpdate(end, easedRatio, out), this.syncAttributeUpdate();
100
104
  }
101
105
  onUpdate(end, ratio, out) {}
102
106
  onEnd(cb) {
package/cjs/step.js.map CHANGED
@@ -1 +1 @@
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{\n ColorStore,\n ColorType,\n Generator,\n type IGraphic,\n type IAnimate,\n type IStep,\n type EasingType,\n type EasingTypeFunc,\n type IAnimateStepType\n} from '@visactor/vrender-core';\nimport { Easing } from './utils/easing';\nimport { commonInterpolateUpdate, interpolateUpdateStore } from './interpolate/store';\nimport { isString } from '@visactor/vutils';\n\nfunction noop() {\n //...\n}\n\nexport class Step implements IStep {\n id: number;\n type: IAnimateStepType;\n prev?: IStep;\n duration: number;\n next?: IStep;\n props?: Record<string, any>;\n propKeys?: string[];\n interpolateUpdateFunctions?: ((\n key: string,\n from: number,\n to: number,\n ratio: number,\n step: IStep,\n target: IGraphic\n ) => void)[];\n easing: EasingTypeFunc;\n animate: IAnimate;\n target: IGraphic;\n fromProps: Record<string, any>;\n fromParsedProps: Record<string, any>;\n toParsedProps: Record<string, any>;\n\n // 内部状态\n protected _startTime: number = 0;\n _hasFirstRun: boolean = false;\n\n 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ColorStore.Get(from, ColorType.Color255);\n const toArray = ColorStore.Get(to, ColorType.Color255);\n if (!this.fromParsedProps) {\n this.fromParsedProps = {};\n }\n if (!this.toParsedProps) {\n this.toParsedProps = {};\n }\n this.fromParsedProps[key] = fromArray;\n this.toParsedProps[key] = toArray;\n funcs.push((interpolateUpdateStore as any)[key === 'fill' ? 'fillPure' : 'strokePure']);\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n });\n this.interpolateUpdateFunctions = funcs;\n }\n\n setStartTime(time: number, updateDownstream: boolean = true): void {\n this._startTime = time;\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n onBind(): void {\n // 在第一次绑定到Animate的时候触发\n }\n\n /**\n * 首次运行逻辑\n * 如果跳帧了就不一定会执行\n */\n onFirstRun(): void {\n // 首次运行逻辑\n }\n\n /**\n * 开始执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onStart(): void {\n if (!this._hasFirstRun) {\n this._hasFirstRun = true;\n // 获取上一步的属性值作为起始值\n this.fromProps = this.getLastProps();\n const startProps = this.animate.getStartProps();\n this.propKeys &&\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.fromProps[key] ?? startProps[key];\n });\n this.determineInterpolateUpdateFunction();\n this.tryPreventConflict();\n this.trySyncStartProps();\n this.onFirstRun();\n }\n }\n\n protected tryPreventConflict(): void {\n // 屏蔽掉之前动画冲突的属性\n const animate = this.animate;\n const target = this.target;\n target.animates.forEach((a: any) => {\n if (a === animate || a.priority > animate.priority) {\n return;\n }\n const fromProps = a.getStartProps();\n this.propKeys.forEach(key => {\n if (fromProps[key] != null) {\n a.preventAttr(key);\n }\n });\n });\n }\n\n /**\n * 删除自身属性,会直接从props等内容里删除掉\n */\n deleteSelfAttr(key: string): void {\n delete this.props[key];\n // fromProps在动画开始时才会计算,这时可能不在\n this.fromProps && delete this.fromProps[key];\n const index = this.propKeys.indexOf(key);\n if (index !== -1) {\n this.propKeys.splice(index, 1);\n this.interpolateUpdateFunctions?.splice(index, 1);\n }\n }\n\n /**\n * 尝试同步startProps,因为当前animate的startProps仅包含当前animate的信息,不排除过程中有其他animate的干扰\n * 所以为了避免属性突变,需要确保startProps的属性值是最新的\n */\n trySyncStartProps(): void {\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.animate.target.getComputedAttribute(key);\n });\n }\n\n /**\n * 更新执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n // TODO 需要修复,只有在开始的时候才调用\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 onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // ...\n }\n\n /**\n * 结束执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onEnd(cb?: (animate: IAnimate, step: IStep) => void): void {\n this.target.setAttributes(this.props);\n if (cb) {\n this._endCb = cb;\n } else if (this._endCb) {\n this._endCb(this.animate, this);\n }\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的\n * @returns\n */\n getEndProps(): Record<string, any> {\n return this.props;\n }\n\n /**\n * 获取开始的属性,是前序的终值\n * @returns\n */\n getFromProps(): Record<string, any> {\n return this.fromProps;\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的,同getEndProps\n * @returns\n */\n getMergedEndProps(): Record<string, any> | void {\n return this.getEndProps();\n }\n\n stop(): void {\n // ...\n }\n}\n\nexport class WaitStep extends Step {\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n super(type, props, duration, easing);\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n // 其他的不执行\n }\n\n determineInterpolateUpdateFunction(): void {\n return;\n }\n}\n"]}
1
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{\n ColorStore,\n ColorType,\n Generator,\n type IGraphic,\n type IAnimate,\n type IStep,\n type EasingType,\n type EasingTypeFunc,\n type IAnimateStepType\n} from '@visactor/vrender-core';\nimport { Easing } from './utils/easing';\nimport { commonInterpolateUpdate, interpolateUpdateStore } from './interpolate/store';\nimport { isString } from '@visactor/vutils';\n\nfunction noop() {\n //...\n}\n\nexport class Step implements IStep {\n id: number;\n type: IAnimateStepType;\n prev?: IStep;\n duration: number;\n next?: IStep;\n props?: Record<string, any>;\n propKeys?: string[];\n interpolateUpdateFunctions?: ((\n key: string,\n from: number,\n to: number,\n ratio: number,\n step: IStep,\n target: IGraphic\n ) => void)[];\n easing: EasingTypeFunc;\n animate: IAnimate;\n target: IGraphic;\n fromProps: Record<string, any>;\n fromParsedProps: Record<string, any>;\n toParsedProps: Record<string, any>;\n\n // 内部状态\n protected _startTime: number = 0;\n _hasFirstRun: boolean = false;\n\n protected _endCb?: (animate: IAnimate, step: IStep) => void;\n\n syncAttributeUpdate: () => void;\n\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n this.type = type;\n this.props = props;\n this.duration = duration;\n // 设置缓动函数\n if (easing) {\n this.easing = typeof easing === 'function' ? easing : Easing[easing];\n } else {\n this.easing = Easing.linear;\n }\n if (type === 'wait') {\n this.onUpdate = noop;\n }\n this.id = Generator.GenAutoIncrementId();\n this.syncAttributeUpdate = noop;\n }\n\n bind(target: IGraphic, animate: IAnimate): void {\n this.target = target;\n this.animate = animate;\n this.onBind();\n this.syncAttributeUpdate();\n }\n\n append(step: IStep): void {\n this.next = step;\n step.prev = this;\n\n // 更新绝对时间\n step.setStartTime(this.getStartTime() + this.duration, false);\n }\n\n // 更新下游节点的开始时间\n private updateDownstreamStartTimes(): void {\n let currentStep = this.next;\n let currentStartTime = this._startTime + this.duration;\n\n while (currentStep) {\n currentStep.setStartTime(currentStartTime, false);\n currentStartTime += currentStep.duration;\n currentStep = currentStep.next;\n }\n this.animate.updateDuration();\n }\n\n getLastProps(): any {\n if (this.prev) {\n return this.prev.props || {};\n }\n return this.animate.getStartProps();\n }\n\n setDuration(duration: number, updateDownstream: boolean = true): void {\n this.duration = duration;\n\n // 如果有后续节点,更新所有后续节点的开始时间\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getDuration(): number {\n return this.duration;\n }\n\n determineInterpolateUpdateFunction(): void {\n // 根据属性类型确定插值更新函数\n // 这里可以进行优化,例如缓存不同类型属性的插值更新函数\n if (!this.props) {\n return;\n }\n\n const funcs: ((key: string, from: number, to: number, ratio: number, step: IStep, target: IGraphic) => void)[] = [];\n this.propKeys.forEach(key => {\n // 普通颜色特殊处理,需要提前解析成number[]\n if (key === 'fill' || key === 'stroke') {\n const from = this.fromProps[key];\n const to = this.props[key];\n if (isString(from) && isString(to)) {\n const fromArray = ColorStore.Get(from, ColorType.Color255);\n const toArray = ColorStore.Get(to, ColorType.Color255);\n if (!this.fromParsedProps) {\n this.fromParsedProps = {};\n }\n if (!this.toParsedProps) {\n this.toParsedProps = {};\n }\n this.fromParsedProps[key] = fromArray;\n this.toParsedProps[key] = toArray;\n funcs.push((interpolateUpdateStore as any)[key === 'fill' ? 'fillPure' : 'strokePure']);\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n });\n this.interpolateUpdateFunctions = funcs;\n }\n\n setStartTime(time: number, updateDownstream: boolean = true): void {\n this._startTime = time;\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n onBind(): void {\n // 在第一次绑定到Animate的时候触发\n if (this.target.type === 'glyph') {\n this.syncAttributeUpdate = this._syncAttributeUpdate;\n }\n }\n\n _syncAttributeUpdate = (): void => {\n this.target.setAttributes(this.target.attribute);\n };\n\n /**\n * 首次运行逻辑\n * 如果跳帧了就不一定会执行\n */\n onFirstRun(): void {\n // 首次运行逻辑\n }\n\n /**\n * 开始执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onStart(): void {\n if (!this._hasFirstRun) {\n this._hasFirstRun = true;\n // 获取上一步的属性值作为起始值\n this.fromProps = this.getLastProps();\n const startProps = this.animate.getStartProps();\n this.propKeys &&\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.fromProps[key] ?? startProps[key];\n });\n this.determineInterpolateUpdateFunction();\n this.tryPreventConflict();\n this.trySyncStartProps();\n this.onFirstRun();\n }\n }\n\n protected tryPreventConflict(): void {\n // 屏蔽掉之前动画冲突的属性\n const animate = this.animate;\n const target = this.target;\n target.animates.forEach((a: any) => {\n if (a === animate || a.priority > animate.priority) {\n return;\n }\n const fromProps = a.getStartProps();\n this.propKeys.forEach(key => {\n if (fromProps[key] != null) {\n a.preventAttr(key);\n }\n });\n });\n }\n\n /**\n * 删除自身属性,会直接从props等内容里删除掉\n */\n deleteSelfAttr(key: string): void {\n delete this.props[key];\n // fromProps在动画开始时才会计算,这时可能不在\n this.fromProps && delete this.fromProps[key];\n const index = this.propKeys.indexOf(key);\n if (index !== -1) {\n this.propKeys.splice(index, 1);\n this.interpolateUpdateFunctions?.splice(index, 1);\n }\n }\n\n /**\n * 尝试同步startProps,因为当前animate的startProps仅包含当前animate的信息,不排除过程中有其他animate的干扰\n * 所以为了避免属性突变,需要确保startProps的属性值是最新的\n */\n trySyncStartProps(): void {\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.animate.target.getComputedAttribute(key);\n });\n }\n\n /**\n * 更新执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n // TODO 需要修复,只有在开始的时候才调用\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 this.syncAttributeUpdate();\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // ...\n }\n\n /**\n * 结束执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onEnd(cb?: (animate: IAnimate, step: IStep) => void): void {\n this.target.setAttributes(this.props);\n if (cb) {\n this._endCb = cb;\n } else if (this._endCb) {\n this._endCb(this.animate, this);\n }\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的\n * @returns\n */\n getEndProps(): Record<string, any> {\n return this.props;\n }\n\n /**\n * 获取开始的属性,是前序的终值\n * @returns\n */\n getFromProps(): Record<string, any> {\n return this.fromProps;\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的,同getEndProps\n * @returns\n */\n getMergedEndProps(): Record<string, any> | void {\n return this.getEndProps();\n }\n\n stop(): void {\n // ...\n }\n}\n\nexport class WaitStep extends Step {\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n super(type, props, duration, easing);\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n // 其他的不执行\n }\n\n determineInterpolateUpdateFunction(): void {\n return;\n }\n}\n"]}
@@ -12,5 +12,4 @@ function generatorPathEasingFunc(path) {
12
12
  x => customPath.getYAt(x);
13
13
  }
14
14
 
15
- exports.generatorPathEasingFunc = generatorPathEasingFunc;
16
- //# sourceMappingURL=easing-func.js.map
15
+ exports.generatorPathEasingFunc = generatorPathEasingFunc;