@visactor/vrender-animate 1.0.37 → 1.1.0-alpha.0

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 (42) hide show
  1. package/cjs/animate.js +1 -2
  2. package/cjs/animate.js.map +1 -1
  3. package/cjs/custom/clip-graphic.js +3 -3
  4. package/cjs/custom/clip-graphic.js.map +1 -1
  5. package/cjs/custom/custom-animate.d.ts +2 -1
  6. package/cjs/custom/custom-animate.js +3 -3
  7. package/cjs/custom/custom-animate.js.map +1 -1
  8. package/cjs/custom/disappear/base/DisappearAnimateBase.js.map +1 -1
  9. package/cjs/custom/disappear/base/ImageProcessUtils.js.map +1 -1
  10. package/cjs/custom/disappear/gaussian-blur.js.map +1 -1
  11. package/cjs/custom/disappear/pixelation.js.map +1 -1
  12. package/cjs/custom/morphing.js +9 -9
  13. package/cjs/custom/morphing.js.map +1 -1
  14. package/cjs/custom/streamLight.js +2 -2
  15. package/cjs/custom/streamLight.js.map +1 -1
  16. package/cjs/register.js +2 -1
  17. package/cjs/register.js.map +1 -1
  18. package/cjs/ticker/default-ticker.js +2 -2
  19. package/cjs/ticker/default-ticker.js.map +1 -1
  20. package/cjs/timeline.js.map +1 -1
  21. package/dist/index.es.js +27 -29
  22. package/es/animate.js +1 -2
  23. package/es/animate.js.map +1 -1
  24. package/es/custom/clip-graphic.js +4 -4
  25. package/es/custom/clip-graphic.js.map +1 -1
  26. package/es/custom/custom-animate.d.ts +2 -1
  27. package/es/custom/custom-animate.js +4 -2
  28. package/es/custom/custom-animate.js.map +1 -1
  29. package/es/custom/disappear/base/DisappearAnimateBase.js.map +1 -1
  30. package/es/custom/disappear/base/ImageProcessUtils.js.map +1 -1
  31. package/es/custom/disappear/gaussian-blur.js.map +1 -1
  32. package/es/custom/disappear/pixelation.js.map +1 -1
  33. package/es/custom/morphing.js +10 -10
  34. package/es/custom/morphing.js.map +1 -1
  35. package/es/custom/streamLight.js +3 -3
  36. package/es/custom/streamLight.js.map +1 -1
  37. package/es/register.js +2 -2
  38. package/es/register.js.map +1 -1
  39. package/es/ticker/default-ticker.js +3 -3
  40. package/es/ticker/default-ticker.js.map +1 -1
  41. package/es/timeline.js.map +1 -1
  42. package/package.json +3 -3
@@ -182,7 +182,7 @@ const parseShadowChildAttrs = graphicAttrs => {
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  shadowRoot.setTheme({
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  rect: childAttrs
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  }), new Array(count).fill(0).forEach((el => {
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- const child = vrender_core_1.application.graphicService.creator.rect({
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+ const child = vrender_core_1.graphicService.creator.rect({
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  x: 0,
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  y: 0,
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  width: width,
@@ -198,7 +198,7 @@ const parseShadowChildAttrs = graphicAttrs => {
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  const element = {
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  path: (new vrender_core_1.CustomPath2D).fromCustomPath2D(path)
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  };
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- children.push(vrender_core_1.application.graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ children.push(vrender_core_1.graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }
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  return needAppend && appendShadowChildrenToGraphic(graphic, children, count), children;
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  };
@@ -209,15 +209,15 @@ const splitGraphic = (graphic, count, needAppend) => {
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  const children = [], childAttrs = needAppend ? null : parseShadowChildAttrs(graphic.attribute);
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  if ("rect" === graphic.type) {
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  (0, vrender_core_1.splitRect)(graphic, count).forEach((element => {
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- children.push(vrender_core_1.application.graphicService.creator.rect(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ children.push(vrender_core_1.graphicService.creator.rect(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }));
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  } else if ("arc" === graphic.type) {
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  (0, vrender_core_1.splitArc)(graphic, count).forEach((element => {
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- children.push(vrender_core_1.application.graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ children.push(vrender_core_1.graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }));
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  } else if ("circle" === graphic.type) {
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  (0, vrender_core_1.splitCircle)(graphic, count).forEach((element => {
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- children.push(vrender_core_1.application.graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ children.push(vrender_core_1.graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }));
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  } else if ("line" === graphic.type) {
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  const childrenAttrs = (0, vrender_core_1.splitLine)(graphic, count), defaultSymbol = {
@@ -225,19 +225,19 @@ const splitGraphic = (graphic, count, needAppend) => {
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  symbolType: "circle"
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  };
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  childrenAttrs.forEach((element => {
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- children.push(vrender_core_1.application.graphicService.creator.symbol(needAppend ? Object.assign({}, element, defaultSymbol) : Object.assign({}, childAttrs, element, defaultSymbol)));
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+ children.push(vrender_core_1.graphicService.creator.symbol(needAppend ? Object.assign({}, element, defaultSymbol) : Object.assign({}, childAttrs, element, defaultSymbol)));
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  }));
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  } else if ("polygon" === graphic.type) {
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  (0, vrender_core_1.splitPolygon)(graphic, count).forEach((element => {
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- children.push(vrender_core_1.application.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ children.push(vrender_core_1.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }));
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  } else if ("area" === graphic.type) {
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  (0, vrender_core_1.splitArea)(graphic, count).forEach((element => {
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- children.push(vrender_core_1.application.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ children.push(vrender_core_1.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }));
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  } else if ("path" === graphic.type) {
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  (0, vrender_core_1.splitPath)(graphic, count).forEach((element => {
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- "path" in element ? children.push(vrender_core_1.application.graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element))) : children.push(vrender_core_1.application.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));
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+ "path" in element ? children.push(vrender_core_1.graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element))) : children.push(vrender_core_1.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));
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  }));
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  }
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  return needAppend && appendShadowChildrenToGraphic(graphic, children, count), children;
@@ -1 +1 @@
1
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{\n splitArc,\n splitCircle,\n splitLine,\n splitRect,\n splitPolygon,\n splitArea,\n splitPath,\n CustomPath2D,\n application,\n interpolateColor,\n ColorStore,\n ColorType,\n alignBezierCurves,\n applyTransformOnBezierCurves,\n findBestMorphingRotation,\n pathToBezierCurves,\n AttributeUpdateType,\n type MorphingAnimateConfig,\n type MultiMorphingAnimateConfig,\n type ICustomPath2D,\n type IGraphic,\n type IRect,\n type EasingType,\n type IArc,\n type ICircle,\n type IGraphicAttribute,\n type ILine,\n type IPolygon,\n type IArea,\n type IPath\n} from '@visactor/vrender-core';\nimport { isArray, isNil, type IMatrix } from '@visactor/vutils';\nimport { ACustomAnimate } from './custom-animate';\nimport { DefaultMorphingAnimateConfig } from '../config/morphing';\nimport { isTransformKey } from '../utils/transform';\n\ndeclare const __DEV__: boolean;\n\ninterface MorphingDataItem {\n from: number[];\n to: number[];\n fromCp: number[];\n toCp: number[];\n rotation: number;\n}\n\ninterface OtherAttrItem {\n from: any;\n to: any;\n key: string;\n}\n\n/**\n * 插值计算非路径属性(如颜色、透明度等)\n * @param attrs 要插值的属性数组\n * @param out 输出对象\n * @param ratio 插值比例\n */\nconst interpolateOtherAttrs = (attrs: OtherAttrItem[], out: any, ratio: number) => {\n attrs.forEach(entry => {\n if (Number.isFinite(entry.to)) {\n out[entry.key] = entry.from + (entry.to - entry.from) * ratio;\n } else if (entry.key === 'fill' || entry.key === 'stroke') {\n // 保存解析的结果到step\n const color = interpolateColor(entry.from, entry.to, ratio, false);\n if (color) {\n out[entry.key] = color;\n }\n }\n });\n};\n\n/* Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n/**\n * 根据给定比例插值计算形变数据并应用到路径\n * @param morphingData 形变数据\n * @param path 目标路径对象\n * @param ratio 插值比例\n */\nconst interpolateMorphingData = (morphingData: MorphingDataItem[], path: ICustomPath2D, ratio: number) => {\n const tmpArr: number[] = [];\n const newCp: number[] = [];\n path.clear();\n\n for (let i = 0; i < morphingData.length; i++) {\n const item = morphingData[i];\n const from = item.from;\n const to = item.to;\n const angle = item.rotation * ratio;\n const fromCp = item.fromCp;\n const toCp = item.toCp;\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n\n newCp[0] = fromCp[0] + (toCp[0] - fromCp[0]) * ratio;\n newCp[1] = fromCp[1] + (toCp[1] - fromCp[1]) * ratio;\n\n for (let m = 0; m < from.length; m += 2) {\n const x0 = from[m];\n const y0 = from[m + 1];\n const x1 = to[m];\n const y1 = to[m + 1];\n\n const x = x0 * (1 - ratio) + x1 * ratio;\n const y = y0 * (1 - ratio) + y1 * ratio;\n\n tmpArr[m] = x * ca - y * sa + newCp[0];\n tmpArr[m + 1] = x * sa + y * ca + newCp[1];\n }\n\n let x0 = tmpArr[0];\n let y0 = tmpArr[1];\n\n path.moveTo(x0, y0);\n\n for (let m = 2; m < from.length; m += 6) {\n const x1 = tmpArr[m];\n const y1 = tmpArr[m + 1];\n const x2 = tmpArr[m + 2];\n const y2 = tmpArr[m + 3];\n const x3 = tmpArr[m + 4];\n const y3 = tmpArr[m + 5];\n\n // Is a line.\n if (x0 === x1 && y0 === y1 && x2 === x3 && y2 === y3) {\n path.lineTo(x3, y3);\n } else {\n path.bezierCurveTo(x1, y1, x2, y2, x3, y3);\n }\n x0 = x3;\n y0 = y3;\n }\n }\n};\n\n/**\n * 解析形变数据,将源路径和目标路径转换为贝塞尔曲线并找到最佳旋转角度\n * @param fromPath 源路径\n * @param toPath 目标路径\n * @param config 变换配置\n * @returns 形变数据数组\n */\nconst parseMorphingData = (\n fromPath: ICustomPath2D | null,\n toPath: ICustomPath2D,\n config?: {\n fromTransform?: IMatrix;\n toTransfrom: IMatrix;\n }\n) => {\n // [fromPath, toPath] = [toPath, fromPath];\n const fromBezier = fromPath ? pathToBezierCurves(fromPath) : [];\n const toBezier = pathToBezierCurves(toPath);\n\n if (config && fromBezier) {\n config.fromTransform && applyTransformOnBezierCurves(fromBezier, config.fromTransform.clone().getInverse());\n applyTransformOnBezierCurves(fromBezier, config.toTransfrom);\n // applyTransformOnBezierCurves(toBezier, config.toTransfrom.clone().getInverse());\n }\n\n const [fromBezierCurves, toBezierCurves] = alignBezierCurves(fromBezier, toBezier);\n\n return fromPath\n ? findBestMorphingRotation(fromBezierCurves, toBezierCurves, 10, Math.PI)\n : toBezierCurves.map((to, index) => {\n return {\n from: fromBezierCurves[index],\n to,\n fromCp: [0, 0],\n toCp: [0, 0],\n rotation: 0\n };\n });\n};\n\nconst validateOtherAttrs = [\n 'fill',\n 'fillOpacity',\n 'shadowBlur',\n 'shadowColor',\n 'shadowOffsetX',\n 'shadowOffsetY',\n 'stroke',\n 'strokeOpacity',\n 'lineDashOffset'\n // 'lineWidth'\n];\n\n/**\n * 解析可动画属性,提取源属性和目标属性的差异\n * @param fromAttrs 源属性\n * @param toAttrs 目标属性\n * @returns 可动画属性数组\n */\nconst parseOtherAnimateAttrs = (\n fromAttrs: Partial<IGraphicAttribute> | null,\n toAttrs: Partial<IGraphicAttribute> | null\n) => {\n if (!fromAttrs || !toAttrs) {\n return null;\n }\n const res: OtherAttrItem[] = [];\n let hasAttr = false;\n\n Object.keys(fromAttrs).forEach(fromKey => {\n if (!validateOtherAttrs.includes(fromKey)) {\n return;\n }\n\n const toValue = (toAttrs as any)[fromKey];\n if (!isNil(toValue) && !isNil((fromAttrs as any)[fromKey]) && toValue !== (fromAttrs as any)[fromKey]) {\n if (fromKey === 'fill' || fromKey === 'stroke') {\n const parseColor = (color: string) => {\n return typeof color === 'string' ? ColorStore.Get(color, ColorType.Color255) : color;\n };\n res.push({\n from: isArray(fromAttrs[fromKey])\n ? (fromAttrs[fromKey] as any).map(parseColor)\n : parseColor((fromAttrs as any)[fromKey]),\n to: isArray(toValue) ? toValue.map(parseColor) : parseColor(toValue),\n key: fromKey\n });\n } else {\n res.push({ from: (fromAttrs as any)[fromKey], to: toValue, key: fromKey });\n }\n\n hasAttr = true;\n }\n });\n\n return hasAttr ? res : null;\n};\n\n/**\n * 形变路径动画类,用于处理路径和其他属性的形变\n */\nexport class MorphingPath extends ACustomAnimate<Record<string, any>> {\n declare path: CustomPath2D;\n\n saveOnEnd?: boolean;\n otherAttrs?: OtherAttrItem[];\n\n constructor(\n config: { morphingData: MorphingDataItem[]; otherAttrs?: OtherAttrItem[]; saveOnEnd?: boolean },\n duration: number,\n easing: EasingType\n ) {\n super({}, {}, duration, easing);\n this.morphingData = config.morphingData;\n this.otherAttrs = config.otherAttrs;\n this.saveOnEnd = config.saveOnEnd;\n }\n\n private morphingData?: MorphingDataItem[];\n\n getEndProps(): Record<string, any> {\n return {};\n }\n\n onBind(): void {\n (this.target as IGraphic).createPathProxy();\n this.onUpdate(false, 0, (this.target as IGraphic).attribute);\n }\n\n onEnd(): void {\n return;\n }\n\n /**\n * 更新动画状态\n * @param end 是否结束\n * @param ratio 动画进度比例\n * @param out 输出属性对象\n */\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n const target = this.target as IGraphic;\n const pathProxy = typeof target.pathProxy === 'function' ? target.pathProxy(target.attribute) : target.pathProxy;\n interpolateMorphingData(this.morphingData, pathProxy, ratio);\n if (this.otherAttrs && this.otherAttrs.length) {\n interpolateOtherAttrs(this.otherAttrs, out, ratio);\n }\n this.target.setAttributes(out);\n // 计算位置\n if (end && !this.saveOnEnd) {\n (this.target as IGraphic).pathProxy = null;\n }\n }\n}\n\n/**\n * 创建从一个图形到另一个图形的形变动画\n * @param fromGraphic 源图形\n * @param toGraphic 目标图形\n * @param animationConfig 动画配置\n * @param fromGraphicTransform 源图形变换矩阵\n * @returns 动画实例\n */\nexport const morphPath = (\n fromGraphic: IGraphic | null,\n toGraphic: IGraphic,\n animationConfig?: MorphingAnimateConfig,\n fromGraphicTransform?: IMatrix\n) => {\n if (fromGraphic && (!fromGraphic.valid || !fromGraphic.toCustomPath)) {\n if (__DEV__) {\n console.error(fromGraphic, ' is not validate');\n }\n return null;\n }\n\n if (!toGraphic.valid || !toGraphic.toCustomPath) {\n if (__DEV__) {\n console.error(toGraphic, ' is not validate');\n }\n return null;\n }\n\n let fromTransform = fromGraphic?.globalTransMatrix;\n\n if (fromGraphicTransform && fromTransform) {\n fromTransform = fromGraphicTransform\n .clone()\n .multiply(fromTransform.a, fromTransform.b, fromTransform.c, fromTransform.d, fromTransform.e, fromTransform.f);\n }\n const morphingData = parseMorphingData(fromGraphic?.toCustomPath?.(), toGraphic.toCustomPath(), {\n fromTransform,\n toTransfrom: toGraphic.globalTransMatrix\n });\n\n const attrs = parseOtherAnimateAttrs(fromGraphic?.attribute, toGraphic.attribute);\n const animate = toGraphic.animate(animationConfig);\n\n if (animationConfig?.delay) {\n animate.wait(animationConfig.delay);\n }\n\n const morphingPath = new MorphingPath(\n { morphingData, otherAttrs: attrs },\n animationConfig?.duration ?? DefaultMorphingAnimateConfig.duration,\n animationConfig?.easing ?? DefaultMorphingAnimateConfig.easing\n );\n animate.play(morphingPath);\n\n return animate;\n};\n\n/**\n * 创建从一个图形到多个图形的形变动画\n * @param fromGraphic 源图形\n * @param toGraphics 目标图形数组\n * @param animationConfig 动画配置\n */\nexport const oneToMultiMorph = (\n fromGraphic: IGraphic,\n toGraphics: IGraphic[],\n animationConfig?: MultiMorphingAnimateConfig\n) => {\n const validateToGraphics = toGraphics.filter(graphic => graphic && graphic.toCustomPath && graphic.valid);\n if (!validateToGraphics.length) {\n if (__DEV__) {\n console.error(validateToGraphics, ' is not validate');\n }\n }\n\n if (!fromGraphic.valid || !fromGraphic.toCustomPath) {\n if (__DEV__) {\n console.error(fromGraphic, ' is not validate');\n }\n }\n\n const childGraphics: IGraphic[] = (\n animationConfig?.splitPath === 'clone' ? cloneGraphic : (animationConfig?.splitPath ?? splitGraphic)\n )(fromGraphic, validateToGraphics.length, false);\n\n const oldOnEnd = animationConfig?.onEnd;\n let count = validateToGraphics.length;\n const onEachEnd = () => {\n count--;\n if (count === 0 && oldOnEnd) {\n oldOnEnd();\n }\n };\n\n validateToGraphics.forEach((toChild, index) => {\n const fromChild = childGraphics[index];\n const delay =\n (animationConfig?.delay ?? 0) +\n (animationConfig?.individualDelay\n ? animationConfig.individualDelay(index, validateToGraphics.length, fromChild, toChild)\n : 0);\n morphPath(\n fromChild,\n toChild,\n Object.assign({}, animationConfig, { onEnd: onEachEnd, delay }),\n fromGraphic.globalTransMatrix\n );\n });\n};\n\n/**\n * 多对一形变路径动画类,用于处理多个路径形变为一个目标路径\n */\nexport class MultiToOneMorphingPath extends ACustomAnimate<Record<string, any>> {\n declare path: CustomPath2D;\n\n otherAttrs?: OtherAttrItem[][];\n\n constructor(\n config: { morphingData: MorphingDataItem[][]; otherAttrs?: OtherAttrItem[][] },\n duration: number,\n easing: EasingType\n ) {\n super({}, {}, duration, easing);\n this.morphingData = config.morphingData;\n this.otherAttrs = config.otherAttrs;\n }\n\n private morphingData?: MorphingDataItem[][];\n\n getEndProps(): Record<string, any> {\n return {};\n }\n\n onBind(): void {\n this.addPathProxy();\n }\n\n /**\n * 为每个子图形添加路径代理\n */\n private addPathProxy() {\n const shadowRoot = (this.target as IGraphic).shadowRoot;\n\n shadowRoot.forEachChildren(child => {\n (child as IGraphic).createPathProxy();\n });\n\n this.onUpdate(false, 0, (this.target as IGraphic).attribute);\n }\n\n /**\n * 清除所有子图形的路径代理\n */\n private clearPathProxy() {\n const shadowRoot = (this.target as IGraphic).shadowRoot;\n\n shadowRoot.forEachChildren(child => {\n (child as IGraphic).pathProxy = null;\n });\n }\n\n onEnd(): void {\n return;\n }\n\n /**\n * 更新动画状态\n * @param end 是否结束\n * @param ratio 动画进度比例\n * @param out 输出属性对象\n */\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n const shadowRoot = (this.target as IGraphic).shadowRoot;\n\n shadowRoot.forEachChildren((child: IGraphic, index) => {\n interpolateMorphingData(\n this.morphingData[index],\n typeof child.pathProxy === 'function' ? child.pathProxy(child.attribute) : child.pathProxy,\n ratio\n );\n\n if (this.otherAttrs?.[index] && this.otherAttrs[index].length) {\n interpolateOtherAttrs(this.otherAttrs[index], child.attribute, ratio);\n }\n });\n\n // 计算位置\n if (end) {\n this.clearPathProxy();\n this.morphingData = null;\n }\n }\n}\n\n/**\n * 解析图形的阴影子元素属性(排除变换相关属性)\n * @param graphicAttrs 图形属性\n * @returns 阴影子元素属性\n */\nconst parseShadowChildAttrs = (graphicAttrs: Partial<IGraphicAttribute>) => {\n const attrs: Partial<IGraphicAttribute> = {};\n\n Object.keys(graphicAttrs).forEach(key => {\n if (!isTransformKey(key)) {\n (attrs as any)[key] = (graphicAttrs as any)[key];\n }\n });\n\n // if (attrs.fill == null) {\n // attrs.fill = !!attrs.fillColor;\n // }\n // if (attrs.stroke == null) {\n // attrs.stroke = !!attrs.strokeColor;\n // }\n\n return attrs;\n};\n\n/**\n * 将阴影子元素添加到图形中\n * @param graphic 目标图形\n * @param children 子元素数组\n * @param count 子元素数量\n */\nconst appendShadowChildrenToGraphic = (graphic: IGraphic, children: IGraphic[], count: number) => {\n const childAttrs = parseShadowChildAttrs(graphic.attribute);\n const shadowRoot = graphic.attachShadow();\n\n if (children.length) {\n shadowRoot.setTheme({\n [children[0].type]: childAttrs\n });\n children.forEach(element => {\n element.setAttributes({ pickable: false });\n shadowRoot.appendChild(element);\n });\n } else {\n const box = graphic.AABBBounds;\n const width = box.width();\n const height = box.height();\n\n shadowRoot.setTheme({\n rect: childAttrs\n });\n new Array(count).fill(0).forEach(el => {\n const child = application.graphicService.creator.rect({\n x: 0,\n y: 0,\n width,\n height: height,\n pickable: false\n });\n shadowRoot.appendChild(child);\n children.push(child);\n });\n }\n};\n\n/**\n * 克隆图形为多个相同的图形\n * @param graphic 源图形\n * @param count 克隆数量\n * @param needAppend 是否需要添加到源图形中\n * @returns 克隆的图形数组\n */\nexport const cloneGraphic = (graphic: IGraphic, count: number, needAppend?: boolean) => {\n const children: IGraphic[] = [];\n const childAttrs = needAppend ? null : parseShadowChildAttrs(graphic.attribute);\n const path = graphic.toCustomPath();\n\n for (let i = 0; i < count; i++) {\n const element = {\n path: new CustomPath2D().fromCustomPath2D(path)\n };\n\n children.push(\n application.graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n }\n\n if (needAppend) {\n appendShadowChildrenToGraphic(graphic, children, count);\n }\n\n return children;\n};\n\n/**\n * 将图形分割为多个子图形\n * @param graphic 源图形\n * @param count 分割数量\n * @param needAppend 是否需要添加到源图形中\n * @returns 分割后的图形数组\n */\nexport const splitGraphic = (graphic: IGraphic, count: number, needAppend?: boolean) => {\n const children: IGraphic[] = [];\n const childAttrs = needAppend ? null : parseShadowChildAttrs(graphic.attribute);\n\n if (graphic.type === 'rect') {\n const childrenAttrs = splitRect(graphic as IRect, count);\n childrenAttrs.forEach(element => {\n children.push(\n application.graphicService.creator.rect(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n });\n } else if (graphic.type === 'arc') {\n const childrenAttrs = splitArc(graphic as IArc, count);\n childrenAttrs.forEach(element => {\n children.push(\n application.graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n });\n } else if (graphic.type === 'circle') {\n const childrenAttrs = splitCircle(graphic as ICircle, count);\n childrenAttrs.forEach(element => {\n children.push(\n application.graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n });\n } else if (graphic.type === 'line') {\n const childrenAttrs = splitLine(graphic as ILine, count);\n const defaultSymbol = { size: 10, symbolType: 'circle' };\n\n childrenAttrs.forEach(element => {\n children.push(\n application.graphicService.creator.symbol(\n needAppend ? Object.assign({}, element, defaultSymbol) : Object.assign({}, childAttrs, element, defaultSymbol)\n )\n );\n });\n } else if (graphic.type === 'polygon') {\n const childrenAttrs = splitPolygon(graphic as IPolygon, count);\n childrenAttrs.forEach(element => {\n children.push(\n application.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n });\n } else if (graphic.type === 'area') {\n const childrenAttrs = splitArea(graphic as IArea, count);\n childrenAttrs.forEach(element => {\n children.push(\n application.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n });\n } else if (graphic.type === 'path') {\n const childrenAttrs = splitPath(graphic as IPath, count);\n childrenAttrs.forEach(element => {\n if ('path' in element) {\n children.push(\n application.graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n } else {\n children.push(\n application.graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element))\n );\n }\n });\n }\n\n if (needAppend) {\n appendShadowChildrenToGraphic(graphic, children, count);\n }\n\n return children;\n};\n\n/**\n * 创建从多个图形到一个图形的形变动画\n * @param fromGraphics 源图形数组\n * @param toGraphic 目标图形\n * @param animationConfig 动画配置\n */\nexport const multiToOneMorph = (\n fromGraphics: IGraphic[],\n toGraphic: IGraphic,\n animationConfig?: MultiMorphingAnimateConfig\n) => {\n const validateFromGraphics = fromGraphics.filter(graphic => graphic.toCustomPath && graphic.valid);\n if (!validateFromGraphics.length) {\n if (__DEV__) {\n console.error(fromGraphics, ' is not validate');\n }\n }\n\n if (!toGraphic.valid || !toGraphic.toCustomPath) {\n if (__DEV__) {\n console.error(toGraphic, ' is not validate');\n }\n }\n\n const childGraphics: IGraphic[] = (\n animationConfig?.splitPath === 'clone' ? cloneGraphic : (animationConfig?.splitPath ?? splitGraphic)\n )(toGraphic, validateFromGraphics.length, true);\n\n const toAttrs = toGraphic.attribute;\n toGraphic.setAttribute('visible', false);\n\n const morphingData = validateFromGraphics.map((graphic, index) => {\n return parseMorphingData(graphic.toCustomPath(), childGraphics[index].toCustomPath(), {\n fromTransform: graphic.globalTransMatrix,\n toTransfrom: childGraphics[index].globalTransMatrix\n });\n });\n const otherAttrs = validateFromGraphics.map((graphic, index) => {\n return parseOtherAnimateAttrs(graphic.attribute, toAttrs);\n });\n\n if (animationConfig?.individualDelay) {\n const oldOnEnd = animationConfig.onEnd;\n let count = validateFromGraphics.length;\n const onEachEnd = () => {\n count--;\n if (count === 0) {\n toGraphic.setAttributes({ visible: true, ratio: null } as any, false, {\n type: AttributeUpdateType.ANIMATE_END\n });\n toGraphic.detachShadow();\n if (oldOnEnd) {\n oldOnEnd();\n }\n }\n };\n childGraphics.forEach((to, index) => {\n const delay =\n (animationConfig.delay ?? 0) +\n animationConfig.individualDelay(index, validateFromGraphics.length, fromGraphics[index], to);\n const animate = to.animate(Object.assign({}, animationConfig, { onEnd: onEachEnd }));\n animate.wait(delay);\n\n animate.play(\n new MorphingPath(\n {\n morphingData: morphingData[index],\n saveOnEnd: true,\n otherAttrs: otherAttrs[index]\n },\n animationConfig.duration ?? DefaultMorphingAnimateConfig.duration,\n animationConfig.easing ?? DefaultMorphingAnimateConfig.easing\n )\n );\n });\n } else {\n const oldOnEnd = animationConfig?.onEnd;\n const config = animationConfig ? Object.assign({}, animationConfig) : {};\n\n config.onEnd = () => {\n toGraphic.setAttribute('visible', true, false, { type: AttributeUpdateType.ANIMATE_END });\n toGraphic.detachShadow();\n\n if (oldOnEnd) {\n oldOnEnd();\n }\n };\n\n const animate = toGraphic.animate(config);\n\n if (animationConfig?.delay) {\n animate.wait(animationConfig.delay);\n }\n\n animate.play(\n new MultiToOneMorphingPath(\n { morphingData, otherAttrs },\n animationConfig?.duration ?? DefaultMorphingAnimateConfig.duration,\n animationConfig?.easing ?? DefaultMorphingAnimateConfig.easing\n )\n );\n }\n};\n"]}
1
+ 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{\n splitArc,\n splitCircle,\n splitLine,\n splitRect,\n splitPolygon,\n splitArea,\n splitPath,\n CustomPath2D,\n graphicService,\n interpolateColor,\n ColorStore,\n ColorType,\n alignBezierCurves,\n applyTransformOnBezierCurves,\n findBestMorphingRotation,\n pathToBezierCurves,\n AttributeUpdateType,\n type MorphingAnimateConfig,\n type MultiMorphingAnimateConfig,\n type ICustomPath2D,\n type IGraphic,\n type IRect,\n type EasingType,\n type IArc,\n type ICircle,\n type IGraphicAttribute,\n type ILine,\n type IPolygon,\n type IArea,\n type IPath\n} from '@visactor/vrender-core';\nimport { isArray, isNil, type IMatrix } from '@visactor/vutils';\nimport { ACustomAnimate } from './custom-animate';\nimport { DefaultMorphingAnimateConfig } from '../config/morphing';\nimport { isTransformKey } from '../utils/transform';\n\ndeclare const __DEV__: boolean;\n\ninterface MorphingDataItem {\n from: number[];\n to: number[];\n fromCp: number[];\n toCp: number[];\n rotation: number;\n}\n\ninterface OtherAttrItem {\n from: any;\n to: any;\n key: string;\n}\n\n/**\n * 插值计算非路径属性(如颜色、透明度等)\n * @param attrs 要插值的属性数组\n * @param out 输出对象\n * @param ratio 插值比例\n */\nconst interpolateOtherAttrs = (attrs: OtherAttrItem[], out: any, ratio: number) => {\n attrs.forEach(entry => {\n if (Number.isFinite(entry.to)) {\n out[entry.key] = entry.from + (entry.to - entry.from) * ratio;\n } else if (entry.key === 'fill' || entry.key === 'stroke') {\n // 保存解析的结果到step\n const color = interpolateColor(entry.from, entry.to, ratio, false);\n if (color) {\n out[entry.key] = color;\n }\n }\n });\n};\n\n/* Adapted from zrender by ecomfe\n * https://github.com/ecomfe/zrender\n * Licensed under the BSD-3-Clause\n\n * url: https://github.com/ecomfe/zrender/blob/master/src/tool/morphPath.ts\n * License: https://github.com/ecomfe/zrender/blob/master/LICENSE\n * @license\n */\n/**\n * 根据给定比例插值计算形变数据并应用到路径\n * @param morphingData 形变数据\n * @param path 目标路径对象\n * @param ratio 插值比例\n */\nconst interpolateMorphingData = (morphingData: MorphingDataItem[], path: ICustomPath2D, ratio: number) => {\n const tmpArr: number[] = [];\n const newCp: number[] = [];\n path.clear();\n\n for (let i = 0; i < morphingData.length; i++) {\n const item = morphingData[i];\n const from = item.from;\n const to = item.to;\n const angle = item.rotation * ratio;\n const fromCp = item.fromCp;\n const toCp = item.toCp;\n const sa = Math.sin(angle);\n const ca = Math.cos(angle);\n\n newCp[0] = fromCp[0] + (toCp[0] - fromCp[0]) * ratio;\n newCp[1] = fromCp[1] + (toCp[1] - fromCp[1]) * ratio;\n\n for (let m = 0; m < from.length; m += 2) {\n const x0 = from[m];\n const y0 = from[m + 1];\n const x1 = to[m];\n const y1 = to[m + 1];\n\n const x = x0 * (1 - ratio) + x1 * ratio;\n const y = y0 * (1 - ratio) + y1 * ratio;\n\n tmpArr[m] = x * ca - y * sa + newCp[0];\n tmpArr[m + 1] = x * sa + y * ca + newCp[1];\n }\n\n let x0 = tmpArr[0];\n let y0 = tmpArr[1];\n\n path.moveTo(x0, y0);\n\n for (let m = 2; m < from.length; m += 6) {\n const x1 = tmpArr[m];\n const y1 = tmpArr[m + 1];\n const x2 = tmpArr[m + 2];\n const y2 = tmpArr[m + 3];\n const x3 = tmpArr[m + 4];\n const y3 = tmpArr[m + 5];\n\n // Is a line.\n if (x0 === x1 && y0 === y1 && x2 === x3 && y2 === y3) {\n path.lineTo(x3, y3);\n } else {\n path.bezierCurveTo(x1, y1, x2, y2, x3, y3);\n }\n x0 = x3;\n y0 = y3;\n }\n }\n};\n\n/**\n * 解析形变数据,将源路径和目标路径转换为贝塞尔曲线并找到最佳旋转角度\n * @param fromPath 源路径\n * @param toPath 目标路径\n * @param config 变换配置\n * @returns 形变数据数组\n */\nconst parseMorphingData = (\n fromPath: ICustomPath2D | null,\n toPath: ICustomPath2D,\n config?: {\n fromTransform?: IMatrix;\n toTransfrom: IMatrix;\n }\n) => {\n // [fromPath, toPath] = [toPath, fromPath];\n const fromBezier = fromPath ? pathToBezierCurves(fromPath) : [];\n const toBezier = pathToBezierCurves(toPath);\n\n if (config && fromBezier) {\n config.fromTransform && applyTransformOnBezierCurves(fromBezier, config.fromTransform.clone().getInverse());\n applyTransformOnBezierCurves(fromBezier, config.toTransfrom);\n // applyTransformOnBezierCurves(toBezier, config.toTransfrom.clone().getInverse());\n }\n\n const [fromBezierCurves, toBezierCurves] = alignBezierCurves(fromBezier, toBezier);\n\n return fromPath\n ? findBestMorphingRotation(fromBezierCurves, toBezierCurves, 10, Math.PI)\n : toBezierCurves.map((to, index) => {\n return {\n from: fromBezierCurves[index],\n to,\n fromCp: [0, 0],\n toCp: [0, 0],\n rotation: 0\n };\n });\n};\n\nconst validateOtherAttrs = [\n 'fill',\n 'fillOpacity',\n 'shadowBlur',\n 'shadowColor',\n 'shadowOffsetX',\n 'shadowOffsetY',\n 'stroke',\n 'strokeOpacity',\n 'lineDashOffset'\n // 'lineWidth'\n];\n\n/**\n * 解析可动画属性,提取源属性和目标属性的差异\n * @param fromAttrs 源属性\n * @param toAttrs 目标属性\n * @returns 可动画属性数组\n */\nconst parseOtherAnimateAttrs = (\n fromAttrs: Partial<IGraphicAttribute> | null,\n toAttrs: Partial<IGraphicAttribute> | null\n) => {\n if (!fromAttrs || !toAttrs) {\n return null;\n }\n const res: OtherAttrItem[] = [];\n let hasAttr = false;\n\n Object.keys(fromAttrs).forEach(fromKey => {\n if (!validateOtherAttrs.includes(fromKey)) {\n return;\n }\n\n const toValue = (toAttrs as any)[fromKey];\n if (!isNil(toValue) && !isNil((fromAttrs as any)[fromKey]) && toValue !== (fromAttrs as any)[fromKey]) {\n if (fromKey === 'fill' || fromKey === 'stroke') {\n const parseColor = (color: string) => {\n return typeof color === 'string' ? ColorStore.Get(color, ColorType.Color255) : color;\n };\n res.push({\n from: isArray(fromAttrs[fromKey])\n ? (fromAttrs[fromKey] as any).map(parseColor)\n : parseColor((fromAttrs as any)[fromKey]),\n to: isArray(toValue) ? toValue.map(parseColor) : parseColor(toValue),\n key: fromKey\n });\n } else {\n res.push({ from: (fromAttrs as any)[fromKey], to: toValue, key: fromKey });\n }\n\n hasAttr = true;\n }\n });\n\n return hasAttr ? res : null;\n};\n\n/**\n * 形变路径动画类,用于处理路径和其他属性的形变\n */\nexport class MorphingPath extends ACustomAnimate<Record<string, any>> {\n declare path: CustomPath2D;\n\n saveOnEnd?: boolean;\n otherAttrs?: OtherAttrItem[];\n\n constructor(\n config: { morphingData: MorphingDataItem[]; otherAttrs?: OtherAttrItem[]; saveOnEnd?: boolean },\n duration: number,\n easing: EasingType\n ) {\n super({}, {}, duration, easing);\n this.morphingData = config.morphingData;\n this.otherAttrs = config.otherAttrs;\n this.saveOnEnd = config.saveOnEnd;\n }\n\n private morphingData?: MorphingDataItem[];\n\n getEndProps(): Record<string, any> {\n return {};\n }\n\n onBind(): void {\n (this.target as IGraphic).createPathProxy();\n this.onUpdate(false, 0, (this.target as IGraphic).attribute);\n }\n\n onEnd(): void {\n return;\n }\n\n /**\n * 更新动画状态\n * @param end 是否结束\n * @param ratio 动画进度比例\n * @param out 输出属性对象\n */\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n const target = this.target as IGraphic;\n const pathProxy = typeof target.pathProxy === 'function' ? target.pathProxy(target.attribute) : target.pathProxy;\n interpolateMorphingData(this.morphingData, pathProxy, ratio);\n if (this.otherAttrs && this.otherAttrs.length) {\n interpolateOtherAttrs(this.otherAttrs, out, ratio);\n }\n this.target.setAttributes(out);\n // 计算位置\n if (end && !this.saveOnEnd) {\n (this.target as IGraphic).pathProxy = null;\n }\n }\n}\n\n/**\n * 创建从一个图形到另一个图形的形变动画\n * @param fromGraphic 源图形\n * @param toGraphic 目标图形\n * @param animationConfig 动画配置\n * @param fromGraphicTransform 源图形变换矩阵\n * @returns 动画实例\n */\nexport const morphPath = (\n fromGraphic: IGraphic | null,\n toGraphic: IGraphic,\n animationConfig?: MorphingAnimateConfig,\n fromGraphicTransform?: IMatrix\n) => {\n if (fromGraphic && (!fromGraphic.valid || !fromGraphic.toCustomPath)) {\n if (__DEV__) {\n console.error(fromGraphic, ' is not validate');\n }\n return null;\n }\n\n if (!toGraphic.valid || !toGraphic.toCustomPath) {\n if (__DEV__) {\n console.error(toGraphic, ' is not validate');\n }\n return null;\n }\n\n let fromTransform = fromGraphic?.globalTransMatrix;\n\n if (fromGraphicTransform && fromTransform) {\n fromTransform = fromGraphicTransform\n .clone()\n .multiply(fromTransform.a, fromTransform.b, fromTransform.c, fromTransform.d, fromTransform.e, fromTransform.f);\n }\n const morphingData = parseMorphingData(fromGraphic?.toCustomPath?.(), toGraphic.toCustomPath(), {\n fromTransform,\n toTransfrom: toGraphic.globalTransMatrix\n });\n\n const attrs = parseOtherAnimateAttrs(fromGraphic?.attribute, toGraphic.attribute);\n const animate = toGraphic.animate(animationConfig);\n\n if (animationConfig?.delay) {\n animate.wait(animationConfig.delay);\n }\n\n const morphingPath = new MorphingPath(\n { morphingData, otherAttrs: attrs },\n animationConfig?.duration ?? DefaultMorphingAnimateConfig.duration,\n animationConfig?.easing ?? DefaultMorphingAnimateConfig.easing\n );\n animate.play(morphingPath);\n\n return animate;\n};\n\n/**\n * 创建从一个图形到多个图形的形变动画\n * @param fromGraphic 源图形\n * @param toGraphics 目标图形数组\n * @param animationConfig 动画配置\n */\nexport const oneToMultiMorph = (\n fromGraphic: IGraphic,\n toGraphics: IGraphic[],\n animationConfig?: MultiMorphingAnimateConfig\n) => {\n const validateToGraphics = toGraphics.filter(graphic => graphic && graphic.toCustomPath && graphic.valid);\n if (!validateToGraphics.length) {\n if (__DEV__) {\n console.error(validateToGraphics, ' is not validate');\n }\n }\n\n if (!fromGraphic.valid || !fromGraphic.toCustomPath) {\n if (__DEV__) {\n console.error(fromGraphic, ' is not validate');\n }\n }\n\n const childGraphics: IGraphic[] = (\n animationConfig?.splitPath === 'clone' ? cloneGraphic : animationConfig?.splitPath ?? splitGraphic\n )(fromGraphic, validateToGraphics.length, false);\n\n const oldOnEnd = animationConfig?.onEnd;\n let count = validateToGraphics.length;\n const onEachEnd = () => {\n count--;\n if (count === 0 && oldOnEnd) {\n oldOnEnd();\n }\n };\n\n validateToGraphics.forEach((toChild, index) => {\n const fromChild = childGraphics[index];\n const delay =\n (animationConfig?.delay ?? 0) +\n (animationConfig?.individualDelay\n ? animationConfig.individualDelay(index, validateToGraphics.length, fromChild, toChild)\n : 0);\n morphPath(\n fromChild,\n toChild,\n Object.assign({}, animationConfig, { onEnd: onEachEnd, delay }),\n fromGraphic.globalTransMatrix\n );\n });\n};\n\n/**\n * 多对一形变路径动画类,用于处理多个路径形变为一个目标路径\n */\nexport class MultiToOneMorphingPath extends ACustomAnimate<Record<string, any>> {\n declare path: CustomPath2D;\n\n otherAttrs?: OtherAttrItem[][];\n\n constructor(\n config: { morphingData: MorphingDataItem[][]; otherAttrs?: OtherAttrItem[][] },\n duration: number,\n easing: EasingType\n ) {\n super({}, {}, duration, easing);\n this.morphingData = config.morphingData;\n this.otherAttrs = config.otherAttrs;\n }\n\n private morphingData?: MorphingDataItem[][];\n\n getEndProps(): Record<string, any> {\n return {};\n }\n\n onBind(): void {\n this.addPathProxy();\n }\n\n /**\n * 为每个子图形添加路径代理\n */\n private addPathProxy() {\n const shadowRoot = (this.target as IGraphic).shadowRoot;\n\n shadowRoot.forEachChildren(child => {\n (child as IGraphic).createPathProxy();\n });\n\n this.onUpdate(false, 0, (this.target as IGraphic).attribute);\n }\n\n /**\n * 清除所有子图形的路径代理\n */\n private clearPathProxy() {\n const shadowRoot = (this.target as IGraphic).shadowRoot;\n\n shadowRoot.forEachChildren(child => {\n (child as IGraphic).pathProxy = null;\n });\n }\n\n onEnd(): void {\n return;\n }\n\n /**\n * 更新动画状态\n * @param end 是否结束\n * @param ratio 动画进度比例\n * @param out 输出属性对象\n */\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n const shadowRoot = (this.target as IGraphic).shadowRoot;\n\n shadowRoot.forEachChildren((child: IGraphic, index) => {\n interpolateMorphingData(\n this.morphingData[index],\n typeof child.pathProxy === 'function' ? child.pathProxy(child.attribute) : child.pathProxy,\n ratio\n );\n\n if (this.otherAttrs?.[index] && this.otherAttrs[index].length) {\n interpolateOtherAttrs(this.otherAttrs[index], child.attribute, ratio);\n }\n });\n\n // 计算位置\n if (end) {\n this.clearPathProxy();\n this.morphingData = null;\n }\n }\n}\n\n/**\n * 解析图形的阴影子元素属性(排除变换相关属性)\n * @param graphicAttrs 图形属性\n * @returns 阴影子元素属性\n */\nconst parseShadowChildAttrs = (graphicAttrs: Partial<IGraphicAttribute>) => {\n const attrs: Partial<IGraphicAttribute> = {};\n\n Object.keys(graphicAttrs).forEach(key => {\n if (!isTransformKey(key)) {\n (attrs as any)[key] = (graphicAttrs as any)[key];\n }\n });\n\n // if (attrs.fill == null) {\n // attrs.fill = !!attrs.fillColor;\n // }\n // if (attrs.stroke == null) {\n // attrs.stroke = !!attrs.strokeColor;\n // }\n\n return attrs;\n};\n\n/**\n * 将阴影子元素添加到图形中\n * @param graphic 目标图形\n * @param children 子元素数组\n * @param count 子元素数量\n */\nconst appendShadowChildrenToGraphic = (graphic: IGraphic, children: IGraphic[], count: number) => {\n const childAttrs = parseShadowChildAttrs(graphic.attribute);\n const shadowRoot = graphic.attachShadow();\n\n if (children.length) {\n shadowRoot.setTheme({\n [children[0].type]: childAttrs\n });\n children.forEach(element => {\n element.setAttributes({ pickable: false });\n shadowRoot.appendChild(element);\n });\n } else {\n const box = graphic.AABBBounds;\n const width = box.width();\n const height = box.height();\n\n shadowRoot.setTheme({\n rect: childAttrs\n });\n new Array(count).fill(0).forEach(el => {\n const child = graphicService.creator.rect({\n x: 0,\n y: 0,\n width,\n height: height,\n pickable: false\n });\n shadowRoot.appendChild(child);\n children.push(child);\n });\n }\n};\n\n/**\n * 克隆图形为多个相同的图形\n * @param graphic 源图形\n * @param count 克隆数量\n * @param needAppend 是否需要添加到源图形中\n * @returns 克隆的图形数组\n */\nexport const cloneGraphic = (graphic: IGraphic, count: number, needAppend?: boolean) => {\n const children: IGraphic[] = [];\n const childAttrs = needAppend ? null : parseShadowChildAttrs(graphic.attribute);\n const path = graphic.toCustomPath();\n\n for (let i = 0; i < count; i++) {\n const element = {\n path: new CustomPath2D().fromCustomPath2D(path)\n };\n\n children.push(graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element)));\n }\n\n if (needAppend) {\n appendShadowChildrenToGraphic(graphic, children, count);\n }\n\n return children;\n};\n\n/**\n * 将图形分割为多个子图形\n * @param graphic 源图形\n * @param count 分割数量\n * @param needAppend 是否需要添加到源图形中\n * @returns 分割后的图形数组\n */\nexport const splitGraphic = (graphic: IGraphic, count: number, needAppend?: boolean) => {\n const children: IGraphic[] = [];\n const childAttrs = needAppend ? null : parseShadowChildAttrs(graphic.attribute);\n\n if (graphic.type === 'rect') {\n const childrenAttrs = splitRect(graphic as IRect, count);\n childrenAttrs.forEach(element => {\n children.push(graphicService.creator.rect(needAppend ? element : Object.assign({}, childAttrs, element)));\n });\n } else if (graphic.type === 'arc') {\n const childrenAttrs = splitArc(graphic as IArc, count);\n childrenAttrs.forEach(element => {\n children.push(graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element)));\n });\n } else if (graphic.type === 'circle') {\n const childrenAttrs = splitCircle(graphic as ICircle, count);\n childrenAttrs.forEach(element => {\n children.push(graphicService.creator.arc(needAppend ? element : Object.assign({}, childAttrs, element)));\n });\n } else if (graphic.type === 'line') {\n const childrenAttrs = splitLine(graphic as ILine, count);\n const defaultSymbol = { size: 10, symbolType: 'circle' };\n\n childrenAttrs.forEach(element => {\n children.push(\n graphicService.creator.symbol(\n needAppend ? Object.assign({}, element, defaultSymbol) : Object.assign({}, childAttrs, element, defaultSymbol)\n )\n );\n });\n } else if (graphic.type === 'polygon') {\n const childrenAttrs = splitPolygon(graphic as IPolygon, count);\n childrenAttrs.forEach(element => {\n children.push(graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));\n });\n } else if (graphic.type === 'area') {\n const childrenAttrs = splitArea(graphic as IArea, count);\n childrenAttrs.forEach(element => {\n children.push(graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));\n });\n } else if (graphic.type === 'path') {\n const childrenAttrs = splitPath(graphic as IPath, count);\n childrenAttrs.forEach(element => {\n if ('path' in element) {\n children.push(graphicService.creator.path(needAppend ? element : Object.assign({}, childAttrs, element)));\n } else {\n children.push(graphicService.creator.polygon(needAppend ? element : Object.assign({}, childAttrs, element)));\n }\n });\n }\n\n if (needAppend) {\n appendShadowChildrenToGraphic(graphic, children, count);\n }\n\n return children;\n};\n\n/**\n * 创建从多个图形到一个图形的形变动画\n * @param fromGraphics 源图形数组\n * @param toGraphic 目标图形\n * @param animationConfig 动画配置\n */\nexport const multiToOneMorph = (\n fromGraphics: IGraphic[],\n toGraphic: IGraphic,\n animationConfig?: MultiMorphingAnimateConfig\n) => {\n const validateFromGraphics = fromGraphics.filter(graphic => graphic.toCustomPath && graphic.valid);\n if (!validateFromGraphics.length) {\n if (__DEV__) {\n console.error(fromGraphics, ' is not validate');\n }\n }\n\n if (!toGraphic.valid || !toGraphic.toCustomPath) {\n if (__DEV__) {\n console.error(toGraphic, ' is not validate');\n }\n }\n\n const childGraphics: IGraphic[] = (\n animationConfig?.splitPath === 'clone' ? cloneGraphic : animationConfig?.splitPath ?? splitGraphic\n )(toGraphic, validateFromGraphics.length, true);\n\n const toAttrs = toGraphic.attribute;\n toGraphic.setAttribute('visible', false);\n\n const morphingData = validateFromGraphics.map((graphic, index) => {\n return parseMorphingData(graphic.toCustomPath(), childGraphics[index].toCustomPath(), {\n fromTransform: graphic.globalTransMatrix,\n toTransfrom: childGraphics[index].globalTransMatrix\n });\n });\n const otherAttrs = validateFromGraphics.map((graphic, index) => {\n return parseOtherAnimateAttrs(graphic.attribute, toAttrs);\n });\n\n if (animationConfig?.individualDelay) {\n const oldOnEnd = animationConfig.onEnd;\n let count = validateFromGraphics.length;\n const onEachEnd = () => {\n count--;\n if (count === 0) {\n toGraphic.setAttributes({ visible: true, ratio: null } as any, false, {\n type: AttributeUpdateType.ANIMATE_END\n });\n toGraphic.detachShadow();\n if (oldOnEnd) {\n oldOnEnd();\n }\n }\n };\n childGraphics.forEach((to, index) => {\n const delay =\n (animationConfig.delay ?? 0) +\n animationConfig.individualDelay(index, validateFromGraphics.length, fromGraphics[index], to);\n const animate = to.animate(Object.assign({}, animationConfig, { onEnd: onEachEnd }));\n animate.wait(delay);\n\n animate.play(\n new MorphingPath(\n {\n morphingData: morphingData[index],\n saveOnEnd: true,\n otherAttrs: otherAttrs[index]\n },\n animationConfig.duration ?? DefaultMorphingAnimateConfig.duration,\n animationConfig.easing ?? DefaultMorphingAnimateConfig.easing\n )\n );\n });\n } else {\n const oldOnEnd = animationConfig?.onEnd;\n const config = animationConfig ? Object.assign({}, animationConfig) : {};\n\n config.onEnd = () => {\n toGraphic.setAttribute('visible', true, false, { type: AttributeUpdateType.ANIMATE_END });\n toGraphic.detachShadow();\n\n if (oldOnEnd) {\n oldOnEnd();\n }\n };\n\n const animate = toGraphic.animate(config);\n\n if (animationConfig?.delay) {\n animate.wait(animationConfig.delay);\n }\n\n animate.play(\n new MultiToOneMorphingPath(\n { morphingData, otherAttrs },\n animationConfig?.duration ?? DefaultMorphingAnimateConfig.duration,\n animationConfig?.easing ?? DefaultMorphingAnimateConfig.easing\n )\n );\n }\n};\n"]}
@@ -18,12 +18,12 @@ class StreamLight extends custom_animate_1.ACustomAnimate {
18
18
  }
19
19
  onStartLineOrArea(type) {
20
20
  var _a;
21
- const root = this.target.attachShadow(), line = vrender_core_1.application.graphicService.creator[type](Object.assign({}, null === (_a = this.params) || void 0 === _a ? void 0 : _a.attribute));
21
+ const root = this.target.attachShadow(), line = vrender_core_1.graphicService.creator[type](Object.assign({}, null === (_a = this.params) || void 0 === _a ? void 0 : _a.attribute));
22
22
  this[type] = line, line.pathProxy = new vrender_core_1.CustomPath2D, root.add(line);
23
23
  }
24
24
  onStartRect() {
25
25
  var _a, _b, _c;
26
- 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 = vrender_core_1.application.graphicService.creator.rect(Object.assign(Object.assign({
26
+ 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 = vrender_core_1.graphicService.creator.rect(Object.assign(Object.assign({
27
27
  [sizeAttr]: size,
28
28
  fill: "#bcdeff",
29
29
  shadowBlur: 30,
@@ -1 +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: x + Math.min(parentAttr.x1 - parentAttr.x, 0),\n width\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: y + Math.min(parentAttr.y1 - parentAttr.y, 0),\n height\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"]}
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 { AttributeUpdateType, CustomPath2D, divideCubic, graphicService } 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 = 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 = 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: x + Math.min(parentAttr.x1 - parentAttr.x, 0),\n width\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: y + Math.min(parentAttr.y1 - parentAttr.y, 0),\n height\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"]}
package/cjs/register.js CHANGED
@@ -8,7 +8,8 @@ const vrender_core_1 = require("@visactor/vrender-core"), vutils_1 = require("@v
8
8
 
9
9
  function registerAnimate() {
10
10
  (0, vutils_1.mixin)(vrender_core_1.Graphic, graphic_extension_1.GraphicStateExtension),
11
- (0, vutils_1.mixin)(vrender_core_1.Graphic, animate_extension_1.AnimateExtension);
11
+ (0, vutils_1.mixin)(vrender_core_1.Graphic, animate_extension_1.AnimateExtension),
12
+ (0, vutils_1.mixin)(vrender_core_1.Stage, animate_extension_1.AnimateExtension);
12
13
  }
13
14
 
14
15
  exports.registerAnimate = registerAnimate;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/register.ts"],"names":[],"mappings":";;;AAAA,yDAAiD;AACjD,6CAAyC;AACzC,iEAAkE;AAClE,2DAAuD;AAEvD,SAAgB,eAAe;IAE7B,IAAA,cAAK,EAAC,sBAAO,EAAE,yCAAqB,CAAC,CAAC;IACtC,IAAA,cAAK,EAAC,sBAAO,EAAE,oCAAgB,CAAC,CAAC;AACnC,CAAC;AAJD,0CAIC","file":"register.js","sourcesContent":["import { Graphic } from '@visactor/vrender-core';\nimport { mixin } from '@visactor/vutils';\nimport { GraphicStateExtension } from './state/graphic-extension';\nimport { AnimateExtension } from './animate-extension';\n\nexport function registerAnimate() {\n // Mix in animation state methods to Graphic prototype\n mixin(Graphic, GraphicStateExtension);\n mixin(Graphic, AnimateExtension);\n}\n"]}
1
+ {"version":3,"sources":["../src/register.ts"],"names":[],"mappings":";;;AAAA,yDAAwD;AACxD,6CAAyC;AACzC,iEAAkE;AAClE,2DAAuD;AAEvD,SAAgB,eAAe;IAE7B,IAAA,cAAK,EAAC,sBAAO,EAAE,yCAAqB,CAAC,CAAC;IACtC,IAAA,cAAK,EAAC,sBAAO,EAAE,oCAAgB,CAAC,CAAC;IAEjC,IAAA,cAAK,EAAC,oBAAK,EAAE,oCAAgB,CAAC,CAAC;AACjC,CAAC;AAND,0CAMC","file":"register.js","sourcesContent":["import { Graphic, Stage } from '@visactor/vrender-core';\nimport { mixin } from '@visactor/vutils';\nimport { GraphicStateExtension } from './state/graphic-extension';\nimport { AnimateExtension } from './animate-extension';\n\nexport function registerAnimate() {\n // Mix in animation state methods to Graphic prototype\n mixin(Graphic, GraphicStateExtension);\n mixin(Graphic, AnimateExtension);\n // Mix in animation methods to Stage prototype (for createTimeline and createTicker)\n mixin(Stage, AnimateExtension);\n}\n"]}
@@ -48,9 +48,9 @@ class DefaultTicker extends vutils_1.EventEmitter {
48
48
  this.timeOffset = Math.floor(Math.random() * this.interval), this._jitter = Math.min(Math.max(.2 * this.interval, 6), .7 * this.interval);
49
49
  }
50
50
  init() {
51
- this.interval = 16, this.status = vrender_core_1.STATUS.INITIAL, vrender_core_1.application.global.hooks.onSetEnv.tap("graph-ticker", (() => {
51
+ this.interval = 16, this.status = vrender_core_1.STATUS.INITIAL, vrender_core_1.vglobal.hooks.onSetEnv.tap("graph-ticker", (() => {
52
52
  this.initHandler(!1);
53
- })), vrender_core_1.application.global.env && this.initHandler(!1);
53
+ })), vrender_core_1.vglobal.env && this.initHandler(!1);
54
54
  }
55
55
  addTimeline(timeline) {
56
56
  this.timelines.push(timeline);
@@ -1 +1 @@
1
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{ EventEmitter } from '@visactor/vutils';\nimport type { IStage, ITimeline } from '@visactor/vrender-core';\nimport { application, PerformanceRAF, type ITickHandler, type ITicker, STATUS } from '@visactor/vrender-core';\n\nconst performanceRAF = new PerformanceRAF();\n\nclass RAFTickHandler implements ITickHandler {\n protected released: boolean = false;\n\n tick(interval: number, cb: (handler: ITickHandler) => void | boolean): void {\n performanceRAF.addAnimationFrameCb(() => {\n if (this.released) {\n return;\n }\n return cb(this);\n });\n }\n\n release(): void {\n this.released = true;\n }\n\n getTime(): number {\n return Date.now();\n }\n}\n\n/**\n * Graph-based Ticker implementation\n * This ticker works directly with GraphManager instances without needing timeline adapters\n */\nexport class DefaultTicker extends EventEmitter implements ITicker {\n protected interval: number;\n protected tickerHandler: ITickHandler;\n protected status: STATUS;\n protected lastFrameTime: number;\n protected tickCounts: number;\n protected stage: IStage;\n timelines: ITimeline[] = [];\n autoStop: boolean;\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n protected _jitter: number;\n protected timeOffset: number;\n declare _lastTickTime: number;\n protected frameTimeHistory: number[] = [];\n\n constructor(stage?: IStage) {\n super();\n this.init();\n this.lastFrameTime = -1;\n this.tickCounts = 0;\n this.stage = stage;\n this.autoStop = true;\n this.interval = 16;\n this.computeTimeOffsetAndJitter();\n }\n\n bindStage(stage: IStage): void {\n this.stage = stage;\n }\n\n /**\n * 计算时间偏移和随机扰动\n */\n computeTimeOffsetAndJitter(): void {\n this.timeOffset = Math.floor(Math.random() * this.interval);\n this._jitter = Math.min(Math.max(this.interval * 0.2, 6), this.interval * 0.7);\n }\n\n init(): void {\n this.interval = 16;\n this.status = STATUS.INITIAL;\n application.global.hooks.onSetEnv.tap('graph-ticker', () => {\n this.initHandler(false);\n });\n if (application.global.env) {\n this.initHandler(false);\n }\n }\n\n addTimeline(timeline: ITimeline): void {\n this.timelines.push(timeline);\n }\n\n remTimeline(timeline: ITimeline): void {\n this.timelines = this.timelines.filter(t => t !== timeline);\n }\n\n getTimelines(): ITimeline[] {\n return this.timelines;\n }\n\n protected initHandler(force: boolean = false) {\n this.setupTickHandler(force);\n }\n\n /**\n * Set up the tick handler\n * @returns true if setup was successful, false otherwise\n */\n protected setupTickHandler(force: boolean = false): boolean {\n if (!force && this.tickerHandler) {\n return true;\n }\n const handler: ITickHandler = new RAFTickHandler();\n\n // Destroy the previous tick handler\n if (this.tickerHandler) {\n this.tickerHandler.release();\n }\n\n this.tickerHandler = handler;\n return true;\n }\n\n setInterval(interval: number): void {\n this.interval = interval;\n this.computeTimeOffsetAndJitter();\n }\n\n getInterval(): number {\n return this.interval;\n }\n\n setFPS(fps: number): void {\n this.setInterval(Math.floor(1000 / fps));\n }\n\n getFPS(): number {\n return 1000 / this.interval;\n }\n\n tick(interval: number): void {\n this.tickerHandler.tick(interval, (handler: ITickHandler) => {\n return this.handleTick(handler, { once: true });\n });\n }\n\n tickTo(t: number): void {\n if (!this.tickerHandler.tickTo) {\n return;\n }\n this.tickerHandler.tickTo(t, (handler: ITickHandler) => {\n this.handleTick(handler, { once: true });\n });\n }\n\n pause(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.PAUSE;\n return true;\n }\n\n resume(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.RUNNING;\n return true;\n }\n\n ifCanStop(): boolean {\n if (this.autoStop) {\n if (!this.timelines.length) {\n return true;\n }\n if (this.timelines.every(timeline => !timeline.isRunning())) {\n return true;\n }\n }\n return false;\n }\n\n start(force: boolean = false): boolean {\n if (this.status === STATUS.RUNNING) {\n return false;\n }\n if (!this.tickerHandler) {\n return false;\n }\n\n // 暂停中、或者应该停止的时候,就不执行\n if (!force) {\n if (this.status === STATUS.PAUSE) {\n return false;\n }\n if (this.ifCanStop()) {\n return false;\n }\n }\n\n this.status = STATUS.RUNNING;\n this.tickerHandler.tick(0, this.handleTick);\n return true;\n }\n\n stop(): void {\n // Reset the tick handler\n this.status = STATUS.INITIAL;\n this.setupTickHandler(true);\n this.lastFrameTime = -1;\n }\n\n /**\n * 用于自动启动或停止\n * 基于当前的graph managers检查是否需要启动或停止\n */\n trySyncTickStatus(): void {\n if (this.status === STATUS.INITIAL && this.timelines.some(timeline => timeline.isRunning())) {\n this.start();\n } else if (this.status === STATUS.RUNNING && this.timelines.every(timeline => !timeline.isRunning())) {\n this.stop();\n }\n }\n\n release(): void {\n this.stop();\n this.timelines = [];\n this.tickerHandler?.release();\n this.tickerHandler = null;\n this.lastFrameTime = -1;\n }\n\n protected checkSkip(delta: number): boolean {\n if (this.stage?.params?.optimize?.tickRenderMode === 'performance') {\n return false;\n }\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n const skip = delta < this.interval + (Math.random() - 0.5) * 2 * this._jitter;\n return skip;\n }\n\n protected handleTick = (handler: ITickHandler, params?: { once?: boolean }): boolean => {\n const { once = false } = params ?? {};\n\n // 尝试停止\n if (this.ifCanStop()) {\n this.stop();\n return false;\n }\n\n const currentTime = handler.getTime();\n this._lastTickTime = currentTime;\n\n if (this.lastFrameTime < 0) {\n this.lastFrameTime = currentTime - this.interval + this.timeOffset;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n const delta = currentTime - this.lastFrameTime;\n\n const skip = this.checkSkip(delta);\n\n if (!skip) {\n this._handlerTick(delta);\n this.lastFrameTime = currentTime;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n if (!once) {\n handler.tick(this.interval, this.handleTick);\n }\n\n return !skip;\n };\n\n protected _handlerTick = (delta: number): void => {\n if (this.status !== STATUS.RUNNING) {\n return;\n }\n\n this.tickCounts++;\n\n // Update all graph managers\n this.timelines.forEach(timeline => {\n timeline.tick(delta);\n });\n\n this.emit('tick', delta);\n };\n}\n"]}
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{ EventEmitter } from '@visactor/vutils';\nimport type { IStage, ITimeline } from '@visactor/vrender-core';\nimport { PerformanceRAF, type ITickHandler, type ITicker, STATUS, vglobal } from '@visactor/vrender-core';\n\nconst performanceRAF = new PerformanceRAF();\n\nclass RAFTickHandler implements ITickHandler {\n protected released: boolean = false;\n\n tick(interval: number, cb: (handler: ITickHandler) => void | boolean): void {\n performanceRAF.addAnimationFrameCb(() => {\n if (this.released) {\n return;\n }\n return cb(this);\n });\n }\n\n release(): void {\n this.released = true;\n }\n\n getTime(): number {\n return Date.now();\n }\n}\n\n/**\n * Graph-based Ticker implementation\n * This ticker works directly with GraphManager instances without needing timeline adapters\n */\nexport class DefaultTicker extends EventEmitter implements ITicker {\n protected interval: number;\n protected tickerHandler: ITickHandler;\n protected status: STATUS;\n protected lastFrameTime: number;\n protected tickCounts: number;\n protected stage: IStage;\n timelines: ITimeline[] = [];\n autoStop: boolean;\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n protected _jitter: number;\n protected timeOffset: number;\n declare _lastTickTime: number;\n protected frameTimeHistory: number[] = [];\n\n constructor(stage?: IStage) {\n super();\n this.init();\n this.lastFrameTime = -1;\n this.tickCounts = 0;\n this.stage = stage;\n this.autoStop = true;\n this.interval = 16;\n this.computeTimeOffsetAndJitter();\n }\n\n bindStage(stage: IStage): void {\n this.stage = stage;\n }\n\n /**\n * 计算时间偏移和随机扰动\n */\n computeTimeOffsetAndJitter(): void {\n this.timeOffset = Math.floor(Math.random() * this.interval);\n this._jitter = Math.min(Math.max(this.interval * 0.2, 6), this.interval * 0.7);\n }\n\n init(): void {\n this.interval = 16;\n this.status = STATUS.INITIAL;\n vglobal.hooks.onSetEnv.tap('graph-ticker', () => {\n this.initHandler(false);\n });\n if (vglobal.env) {\n this.initHandler(false);\n }\n }\n\n addTimeline(timeline: ITimeline): void {\n this.timelines.push(timeline);\n }\n\n remTimeline(timeline: ITimeline): void {\n this.timelines = this.timelines.filter(t => t !== timeline);\n }\n\n getTimelines(): ITimeline[] {\n return this.timelines;\n }\n\n protected initHandler(force: boolean = false) {\n this.setupTickHandler(force);\n }\n\n /**\n * Set up the tick handler\n * @returns true if setup was successful, false otherwise\n */\n protected setupTickHandler(force: boolean = false): boolean {\n if (!force && this.tickerHandler) {\n return true;\n }\n const handler: ITickHandler = new RAFTickHandler();\n\n // Destroy the previous tick handler\n if (this.tickerHandler) {\n this.tickerHandler.release();\n }\n\n this.tickerHandler = handler;\n return true;\n }\n\n setInterval(interval: number): void {\n this.interval = interval;\n this.computeTimeOffsetAndJitter();\n }\n\n getInterval(): number {\n return this.interval;\n }\n\n setFPS(fps: number): void {\n this.setInterval(Math.floor(1000 / fps));\n }\n\n getFPS(): number {\n return 1000 / this.interval;\n }\n\n tick(interval: number): void {\n this.tickerHandler.tick(interval, (handler: ITickHandler) => {\n return this.handleTick(handler, { once: true });\n });\n }\n\n tickTo(t: number): void {\n if (!this.tickerHandler.tickTo) {\n return;\n }\n this.tickerHandler.tickTo(t, (handler: ITickHandler) => {\n this.handleTick(handler, { once: true });\n });\n }\n\n pause(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.PAUSE;\n return true;\n }\n\n resume(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.RUNNING;\n return true;\n }\n\n ifCanStop(): boolean {\n if (this.autoStop) {\n if (!this.timelines.length) {\n return true;\n }\n if (this.timelines.every(timeline => !timeline.isRunning())) {\n return true;\n }\n }\n return false;\n }\n\n start(force: boolean = false): boolean {\n if (this.status === STATUS.RUNNING) {\n return false;\n }\n if (!this.tickerHandler) {\n return false;\n }\n\n // 暂停中、或者应该停止的时候,就不执行\n if (!force) {\n if (this.status === STATUS.PAUSE) {\n return false;\n }\n if (this.ifCanStop()) {\n return false;\n }\n }\n\n this.status = STATUS.RUNNING;\n this.tickerHandler.tick(0, this.handleTick);\n return true;\n }\n\n stop(): void {\n // Reset the tick handler\n this.status = STATUS.INITIAL;\n this.setupTickHandler(true);\n this.lastFrameTime = -1;\n }\n\n /**\n * 用于自动启动或停止\n * 基于当前的graph managers检查是否需要启动或停止\n */\n trySyncTickStatus(): void {\n if (this.status === STATUS.INITIAL && this.timelines.some(timeline => timeline.isRunning())) {\n this.start();\n } else if (this.status === STATUS.RUNNING && this.timelines.every(timeline => !timeline.isRunning())) {\n this.stop();\n }\n }\n\n release(): void {\n this.stop();\n this.timelines = [];\n this.tickerHandler?.release();\n this.tickerHandler = null;\n this.lastFrameTime = -1;\n }\n\n protected checkSkip(delta: number): boolean {\n if (this.stage?.params?.optimize?.tickRenderMode === 'performance') {\n return false;\n }\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n const skip = delta < this.interval + (Math.random() - 0.5) * 2 * this._jitter;\n return skip;\n }\n\n protected handleTick = (handler: ITickHandler, params?: { once?: boolean }): boolean => {\n const { once = false } = params ?? {};\n\n // 尝试停止\n if (this.ifCanStop()) {\n this.stop();\n return false;\n }\n\n const currentTime = handler.getTime();\n this._lastTickTime = currentTime;\n\n if (this.lastFrameTime < 0) {\n this.lastFrameTime = currentTime - this.interval + this.timeOffset;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n const delta = currentTime - this.lastFrameTime;\n\n const skip = this.checkSkip(delta);\n\n if (!skip) {\n this._handlerTick(delta);\n this.lastFrameTime = currentTime;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n if (!once) {\n handler.tick(this.interval, this.handleTick);\n }\n\n return !skip;\n };\n\n protected _handlerTick = (delta: number): void => {\n if (this.status !== STATUS.RUNNING) {\n return;\n }\n\n this.tickCounts++;\n\n // Update all graph managers\n this.timelines.forEach(timeline => {\n timeline.tick(delta);\n });\n\n this.emit('tick', delta);\n };\n}\n"]}
@@ -1 +1 @@
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{ Generator, type IAnimate, type ITimeline, AnimateStatus } from '@visactor/vrender-core';\nimport { EventEmitter } from '@visactor/vutils';\n\n// 定义链表节点\ninterface AnimateNode {\n animate: IAnimate;\n next: AnimateNode | null;\n prev: AnimateNode | null;\n}\n\nexport class DefaultTimeline extends EventEmitter implements ITimeline {\n declare id: number;\n protected head: AnimateNode | null = null;\n protected tail: AnimateNode | null = null;\n protected animateMap: Map<IAnimate, AnimateNode> = new Map();\n protected _animateCount: number = 0;\n declare protected paused: boolean;\n\n // 添加必要的属性\n protected _playSpeed: number = 1;\n protected _totalDuration: number = 0;\n protected _startTime: number = 0;\n protected _currentTime: number = 0;\n protected _animationEndFlag: boolean = true;\n\n declare isGlobal?: boolean;\n\n get animateCount() {\n return this._animateCount;\n }\n\n constructor() {\n super();\n this.id = Generator.GenAutoIncrementId();\n this.paused = false;\n }\n\n isRunning() {\n return !this.paused && this._animateCount > 0;\n }\n\n forEachAccessAnimate(cb: (animate: IAnimate, index: number) => void) {\n let current = this.head;\n let index = 0;\n\n while (current) {\n // 保存下一个节点的引用,以防在回调中移除当前节点\n const next = current.next;\n cb(current.animate, index);\n index++;\n current = next;\n }\n }\n\n addAnimate(animate: IAnimate) {\n const newNode: AnimateNode = {\n animate,\n next: null,\n prev: null\n };\n\n // 添加到链表尾部\n if (!this.head) {\n this.head = newNode;\n this.tail = newNode;\n } else {\n if (this.tail) {\n this.tail.next = newNode;\n newNode.prev = this.tail;\n this.tail = newNode;\n }\n }\n\n // 在映射中保存节点引用\n this.animateMap.set(animate, newNode);\n this._animateCount++;\n\n // 更新总时长\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n }\n\n pause() {\n this.paused = true;\n }\n\n resume() {\n this.paused = false;\n }\n\n tick(delta: number) {\n if (this.paused) {\n return;\n }\n if (this._animationEndFlag) {\n this._animationEndFlag = false;\n this.emit('animationStart');\n }\n\n // 应用播放速度\n const scaledDelta = delta * this._playSpeed;\n\n // 更新当前时间\n this._currentTime += scaledDelta;\n\n this.forEachAccessAnimate((animate, i) => {\n if (animate.status === AnimateStatus.END) {\n this.removeAnimate(animate, true);\n } else if (animate.status === AnimateStatus.RUNNING || animate.status === AnimateStatus.INITIAL) {\n animate.advance(scaledDelta);\n }\n });\n\n if (this._animateCount === 0) {\n this._animationEndFlag = true;\n this.emit('animationEnd');\n }\n }\n\n clear() {\n this.forEachAccessAnimate(animate => {\n animate.release();\n });\n\n this.head = null;\n this.tail = null;\n this.animateMap.clear();\n this._animateCount = 0;\n this._totalDuration = 0;\n }\n\n removeAnimate(animate: IAnimate, release: boolean = true) {\n const node = this.animateMap.get(animate);\n\n if (!node) {\n return;\n }\n\n if (release) {\n animate._onRemove && animate._onRemove.forEach(cb => cb());\n animate.release();\n }\n\n // 从链表中移除节点\n if (node.prev) {\n node.prev.next = node.next;\n } else {\n // 节点是头节点\n this.head = node.next;\n }\n\n if (node.next) {\n node.next.prev = node.prev;\n } else {\n // 节点是尾节点\n this.tail = node.prev;\n }\n\n // 从映射中移除\n this.animateMap.delete(animate);\n this._animateCount--;\n\n // 如果移除的是最长时间的动画,应该重新计算总时长\n if (animate.getStartTime() + animate.getDuration() >= this._totalDuration) {\n this.recalculateTotalDuration();\n }\n\n return;\n }\n\n // 重新计算总时长\n protected recalculateTotalDuration() {\n this._totalDuration = 0;\n this.forEachAccessAnimate(animate => {\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n });\n }\n\n getTotalDuration() {\n return this._totalDuration;\n }\n\n getPlaySpeed() {\n return this._playSpeed;\n }\n\n setPlaySpeed(speed: number) {\n this._playSpeed = speed;\n }\n\n // 实现ITimeline接口所需的其他方法\n getPlayState(): 'playing' | 'paused' | 'stopped' {\n if (this.paused) {\n return 'paused';\n }\n if (this.animateCount === 0) {\n return 'stopped';\n }\n return 'playing';\n }\n\n setStartTime(time: number) {\n this._startTime = time;\n }\n\n getStartTime() {\n return this._startTime;\n }\n\n getCurrentTime() {\n return this._currentTime;\n }\n\n setCurrentTime(time: number) {\n this._currentTime = time;\n }\n}\n\n// 不会使用,存粹做临时存储用,请一定要放置到stage中才行\nexport const defaultTimeline = new DefaultTimeline();\ndefaultTimeline.isGlobal = true;\n"]}
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{ Generator, type IAnimate, type ITimeline, AnimateStatus } from '@visactor/vrender-core';\nimport { EventEmitter } from '@visactor/vutils';\n\n// 定义链表节点\ninterface AnimateNode {\n animate: IAnimate;\n next: AnimateNode | null;\n prev: AnimateNode | null;\n}\n\nexport class DefaultTimeline extends EventEmitter implements ITimeline {\n declare id: number;\n protected head: AnimateNode | null = null;\n protected tail: AnimateNode | null = null;\n protected animateMap: Map<IAnimate, AnimateNode> = new Map();\n protected _animateCount: number = 0;\n protected declare paused: boolean;\n\n // 添加必要的属性\n protected _playSpeed: number = 1;\n protected _totalDuration: number = 0;\n protected _startTime: number = 0;\n protected _currentTime: number = 0;\n protected _animationEndFlag: boolean = true;\n\n declare isGlobal?: boolean;\n\n get animateCount() {\n return this._animateCount;\n }\n\n constructor() {\n super();\n this.id = Generator.GenAutoIncrementId();\n this.paused = false;\n }\n\n isRunning() {\n return !this.paused && this._animateCount > 0;\n }\n\n forEachAccessAnimate(cb: (animate: IAnimate, index: number) => void) {\n let current = this.head;\n let index = 0;\n\n while (current) {\n // 保存下一个节点的引用,以防在回调中移除当前节点\n const next = current.next;\n cb(current.animate, index);\n index++;\n current = next;\n }\n }\n\n addAnimate(animate: IAnimate) {\n const newNode: AnimateNode = {\n animate,\n next: null,\n prev: null\n };\n\n // 添加到链表尾部\n if (!this.head) {\n this.head = newNode;\n this.tail = newNode;\n } else {\n if (this.tail) {\n this.tail.next = newNode;\n newNode.prev = this.tail;\n this.tail = newNode;\n }\n }\n\n // 在映射中保存节点引用\n this.animateMap.set(animate, newNode);\n this._animateCount++;\n\n // 更新总时长\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n }\n\n pause() {\n this.paused = true;\n }\n\n resume() {\n this.paused = false;\n }\n\n tick(delta: number) {\n if (this.paused) {\n return;\n }\n if (this._animationEndFlag) {\n this._animationEndFlag = false;\n this.emit('animationStart');\n }\n\n // 应用播放速度\n const scaledDelta = delta * this._playSpeed;\n\n // 更新当前时间\n this._currentTime += scaledDelta;\n\n this.forEachAccessAnimate((animate, i) => {\n if (animate.status === AnimateStatus.END) {\n this.removeAnimate(animate, true);\n } else if (animate.status === AnimateStatus.RUNNING || animate.status === AnimateStatus.INITIAL) {\n animate.advance(scaledDelta);\n }\n });\n\n if (this._animateCount === 0) {\n this._animationEndFlag = true;\n this.emit('animationEnd');\n }\n }\n\n clear() {\n this.forEachAccessAnimate(animate => {\n animate.release();\n });\n\n this.head = null;\n this.tail = null;\n this.animateMap.clear();\n this._animateCount = 0;\n this._totalDuration = 0;\n }\n\n removeAnimate(animate: IAnimate, release: boolean = true) {\n const node = this.animateMap.get(animate);\n\n if (!node) {\n return;\n }\n\n if (release) {\n animate._onRemove && animate._onRemove.forEach(cb => cb());\n animate.release();\n }\n\n // 从链表中移除节点\n if (node.prev) {\n node.prev.next = node.next;\n } else {\n // 节点是头节点\n this.head = node.next;\n }\n\n if (node.next) {\n node.next.prev = node.prev;\n } else {\n // 节点是尾节点\n this.tail = node.prev;\n }\n\n // 从映射中移除\n this.animateMap.delete(animate);\n this._animateCount--;\n\n // 如果移除的是最长时间的动画,应该重新计算总时长\n if (animate.getStartTime() + animate.getDuration() >= this._totalDuration) {\n this.recalculateTotalDuration();\n }\n\n return;\n }\n\n // 重新计算总时长\n protected recalculateTotalDuration() {\n this._totalDuration = 0;\n this.forEachAccessAnimate(animate => {\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n });\n }\n\n getTotalDuration() {\n return this._totalDuration;\n }\n\n getPlaySpeed() {\n return this._playSpeed;\n }\n\n setPlaySpeed(speed: number) {\n this._playSpeed = speed;\n }\n\n // 实现ITimeline接口所需的其他方法\n getPlayState(): 'playing' | 'paused' | 'stopped' {\n if (this.paused) {\n return 'paused';\n }\n if (this.animateCount === 0) {\n return 'stopped';\n }\n return 'playing';\n }\n\n setStartTime(time: number) {\n this._startTime = time;\n }\n\n getStartTime() {\n return this._startTime;\n }\n\n getCurrentTime() {\n return this._currentTime;\n }\n\n setCurrentTime(time: number) {\n this._currentTime = time;\n }\n}\n\n// 不会使用,存粹做临时存储用,请一定要放置到stage中才行\nexport const defaultTimeline = new DefaultTimeline();\ndefaultTimeline.isGlobal = true;\n"]}