@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.
- package/cjs/animate.js +1 -2
- package/cjs/animate.js.map +1 -1
- package/cjs/custom/clip-graphic.js +3 -3
- package/cjs/custom/clip-graphic.js.map +1 -1
- package/cjs/custom/custom-animate.d.ts +2 -1
- package/cjs/custom/custom-animate.js +3 -3
- package/cjs/custom/custom-animate.js.map +1 -1
- package/cjs/custom/disappear/base/DisappearAnimateBase.js.map +1 -1
- package/cjs/custom/disappear/base/ImageProcessUtils.js.map +1 -1
- package/cjs/custom/disappear/gaussian-blur.js.map +1 -1
- package/cjs/custom/disappear/pixelation.js.map +1 -1
- package/cjs/custom/morphing.js +9 -9
- package/cjs/custom/morphing.js.map +1 -1
- package/cjs/custom/streamLight.js +2 -2
- package/cjs/custom/streamLight.js.map +1 -1
- package/cjs/register.js +2 -1
- package/cjs/register.js.map +1 -1
- package/cjs/ticker/default-ticker.js +2 -2
- package/cjs/ticker/default-ticker.js.map +1 -1
- package/cjs/timeline.js.map +1 -1
- package/dist/index.es.js +27 -29
- package/es/animate.js +1 -2
- package/es/animate.js.map +1 -1
- package/es/custom/clip-graphic.js +4 -4
- package/es/custom/clip-graphic.js.map +1 -1
- package/es/custom/custom-animate.d.ts +2 -1
- package/es/custom/custom-animate.js +4 -2
- package/es/custom/custom-animate.js.map +1 -1
- package/es/custom/disappear/base/DisappearAnimateBase.js.map +1 -1
- package/es/custom/disappear/base/ImageProcessUtils.js.map +1 -1
- package/es/custom/disappear/gaussian-blur.js.map +1 -1
- package/es/custom/disappear/pixelation.js.map +1 -1
- package/es/custom/morphing.js +10 -10
- package/es/custom/morphing.js.map +1 -1
- package/es/custom/streamLight.js +3 -3
- package/es/custom/streamLight.js.map +1 -1
- package/es/register.js +2 -2
- package/es/register.js.map +1 -1
- package/es/ticker/default-ticker.js +3 -3
- package/es/ticker/default-ticker.js.map +1 -1
- package/es/timeline.js.map +1 -1
- package/package.json +3 -3
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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 ? 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'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 ?? 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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"]}
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+
{"version":3,"sources":["../src/custom/streamLight.ts"],"names":[],"mappings":"AAaA,OAAO,EAAE,mBAAmB,EAAE,YAAY,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC;AACxG,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAElD,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAEhD,MAAM,OAAO,WAAY,SAAQ,cAAmB;IAOlD,YACE,IAAS,EACT,EAAO,EACP,QAAgB,EAChB,MAAkB,EAClB,MAAgH;QAEhH,KAAK,CAAC,IAAI,EAAE,EAAE,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,CAAC;IAED,WAAW;QACT,OAAO,EAAE,CAAC;IACZ,CAAC;IAED,OAAO;QACL,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;YAChB,OAAO;SACR;QACD,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,KAAK,MAAM,EAAE;YAC/B,IAAI,CAAC,WAAW,EAAE,CAAC;SACpB;aAAM,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,KAAK,MAAM,EAAE;YACtC,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;SAChC;aAAM,IAAI,IAAI,CAAC,MAAM,CAAC,IAAI,KAAK,MAAM,EAAE;YACtC,IAAI,CAAC,iBAAiB,CAAC,MAAM,CAAC,CAAC;SAChC;IACH,CAAC;IAED,iBAAiB,CAAC,IAAqB;;QACrC,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;QACxC,MAAM,IAAI,GAAG,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,mBACpC,MAAA,IAAI,CAAC,MAAM,0CAAE,SAAS,EACzB,CAAC;QACH,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,SAAS,GAAG,IAAI,YAAY,EAAE,CAAC;QACpC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IACjB,CAAC;IAED,WAAW;;QACT,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;QAExC,MAAM,YAAY,GAAG,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,YAAY,mCAAI,IAAI,CAAC;QACvD,MAAM,QAAQ,GAAG,YAAY,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC;QACnD,MAAM,aAAa,GAAG,YAAY,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,CAAC;QACxD,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC;QAChD,MAAM,CAAC,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,EAAE,CAAC;QAEvD,MAAM,IAAI,GAAG,cAAc,CAAC,OAAO,CAAC,IAAI,+BACtC,CAAC,QAAQ,CAAC,EAAE,IAAI,EAChB,IAAI,EAAE,SAAS,EACf,UAAU,EAAE,EAAE,EACd,WAAW,EAAE,SAAS,IACnB,MAAA,IAAI,CAAC,MAAM,0CAAE,SAAS,KACzB,CAAC,EAAE,CAAC,EACJ,CAAC,EACD,CAAC,aAAa,CAAC,EAAE,CAAC,IAClB,CAAC;QACH,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IACjB,CAAC;IAED,MAAM;QACJ,OAAO;IACT,CAAC;IAED,KAAK;QACH,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;IAC7B,CAAC;IAED,QAAQ,CAAC,GAAY,EAAE,KAAa,EAAE,GAAwB;QAC5D,IAAI,IAAI,CAAC,IAAI,EAAE;YACb,OAAO,IAAI,CAAC,YAAY,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;SAC3C;aAAM,IAAI,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,IAAI,EAAE;YACjC,OAAO,IAAI,CAAC,kBAAkB,CAAC,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;SACjD;IACH,CAAC;IAES,YAAY,CAAC,GAAY,EAAE,KAAa,EAAE,GAAwB;;QAC1E,MAAM,YAAY,GAAG,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,YAAY,mCAAI,IAAI,CAAC;QACvD,MAAM,UAAU,GAAI,IAAI,CAAC,MAAc,CAAC,SAAS,CAAC;QAClD,IAAI,YAAY,EAAE;YAChB,MAAM,WAAW,GAAG,MAAA,MAAA,UAAU,CAAC,KAAK,mCAAI,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;YACtF,MAAM,YAAY,GAAG,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,YAAY,mCAAI,WAAW,CAAC;YAC9D,MAAM,SAAS,GAAG,MAAA,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,SAAS,0CAAE,KAAK,mCAAI,EAAE,CAAC;YAGtD,MAAM,MAAM,GAAG,CAAC,SAAS,CAAC;YAE1B,MAAM,QAAQ,GAAG,MAAM,GAAG,CAAC,YAAY,GAAG,MAAM,CAAC,GAAG,KAAK,CAAC;YAE1D,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC;YAEhC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,QAAQ,GAAG,SAAS,EAAE,SAAS,CAAC,EAAE,YAAY,GAAG,QAAQ,CAAC,CAAC;YAEvF,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACrE,IAAI,CAAC,IAAI,CAAC,aAAa,CACrB;gBACE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC;gBAChD,KAAK;aACC,EACR,KAAK,EACL;gBACE,IAAI,EAAE,mBAAmB,CAAC,YAAY;gBACtC,cAAc,EAAE;oBACd,KAAK;oBACL,GAAG;iBACJ;aACF,CACF,CAAC;SACH;aAAM;YACL,MAAM,YAAY,GAAG,MAAA,MAAA,UAAU,CAAC,MAAM,mCAAI,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;YACxF,MAAM,YAAY,GAAG,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,YAAY,mCAAI,YAAY,CAAC;YAC/D,MAAM,SAAS,GAAG,MAAA,MAAA,MAAA,IAAI,CAAC,MAAM,0CAAE,SAAS,0CAAE,MAAM,mCAAI,EAAE,CAAC;YAEvD,MAAM,MAAM,GAAG,YAAY,CAAC;YAE5B,MAAM,QAAQ,GAAG,MAAM,GAAG,CAAC,YAAY,GAAG,SAAS,CAAC,GAAG,KAAK,CAAC;YAE7D,IAAI,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,YAAY,CAAC,CAAC;YAEzC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,YAAY,GAAG,QAAQ,EAAE,SAAS,CAAC,CAAC;YAEvD,IAAI,MAAM,CAAC;YACX,IAAI,CAAC,IAAI,CAAC,EAAE;gBAEV,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;gBAC5B,CAAC,GAAG,CAAC,CAAC;aACP;iBAAM;gBACL,MAAM,GAAG,CAAC,CAAC;aACZ;YACD,IAAI,CAAC,IAAI,CAAC,aAAa,CACrB;gBACE,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC;gBAChD,MAAM;aACA,EACR,KAAK,EACL;gBACE,IAAI,EAAE,mBAAmB,CAAC,YAAY;gBACtC,cAAc,EAAE;oBACd,KAAK;oBACL,GAAG;iBACJ;aACF,CACF,CAAC;SACH;IACH,CAAC;IAES,kBAAkB,CAAC,GAAY,EAAE,KAAa,EAAE,GAAwB;QAChF,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,IAAI,IAAI,CAAC,IAAI,CAAC;QACtC,IAAI,CAAC,MAAM,EAAE;YACX,OAAO;SACR;QACD,MAAM,UAAU,GAAG,MAAM,CAAC,SAA0B,CAAC;QACrD,MAAM,UAAU,GAAG,IAAI,CAAC,MAAuB,CAAC;QAChD,IAAI,UAAU,CAAC,KAAK,IAAI,UAAU,CAAC,SAAS,EAAE;YAC5C,IAAI,CAAC,4BAA4B,CAAC,UAAU,EAAE,UAAU,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;SAC5E;aAAM;YACL,IAAI,CAAC,yBAAyB,CAAC,UAAU,EAAE,UAAU,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,CAAC,CAAC;SACzE;QACD,MAAM,WAAW,GAAG,UAAU,CAAC,SAAS,CAAC;QACzC,MAAM,CAAC,aAAa,iBAClB,MAAM,EAAE,WAAW,C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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/es/register.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { Graphic } from "@visactor/vrender-core";
|
|
1
|
+
import { Graphic, Stage } from "@visactor/vrender-core";
|
|
2
2
|
|
|
3
3
|
import { mixin } from "@visactor/vutils";
|
|
4
4
|
|
|
@@ -7,6 +7,6 @@ import { GraphicStateExtension } from "./state/graphic-extension";
|
|
|
7
7
|
import { AnimateExtension } from "./animate-extension";
|
|
8
8
|
|
|
9
9
|
export function registerAnimate() {
|
|
10
|
-
mixin(Graphic, GraphicStateExtension), mixin(Graphic, AnimateExtension);
|
|
10
|
+
mixin(Graphic, GraphicStateExtension), mixin(Graphic, AnimateExtension), mixin(Stage, AnimateExtension);
|
|
11
11
|
}
|
|
12
12
|
//# sourceMappingURL=register.js.map
|
package/es/register.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/register.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;
|
|
1
|
+
{"version":3,"sources":["../src/register.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AACxD,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AACzC,OAAO,EAAE,qBAAqB,EAAE,MAAM,2BAA2B,CAAC;AAClE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,MAAM,UAAU,eAAe;IAE7B,KAAK,CAAC,OAAO,EAAE,qBAAqB,CAAC,CAAC;IACtC,KAAK,CAAC,OAAO,EAAE,gBAAgB,CAAC,CAAC;IAEjC,KAAK,CAAC,KAAK,EAAE,gBAAgB,CAAC,CAAC;AACjC,CAAC","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"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { EventEmitter } from "@visactor/vutils";
|
|
2
2
|
|
|
3
|
-
import {
|
|
3
|
+
import { PerformanceRAF, STATUS, vglobal } from "@visactor/vrender-core";
|
|
4
4
|
|
|
5
5
|
const performanceRAF = new PerformanceRAF;
|
|
6
6
|
|
|
@@ -46,9 +46,9 @@ export class DefaultTicker extends EventEmitter {
|
|
|
46
46
|
this.timeOffset = Math.floor(Math.random() * this.interval), this._jitter = Math.min(Math.max(.2 * this.interval, 6), .7 * this.interval);
|
|
47
47
|
}
|
|
48
48
|
init() {
|
|
49
|
-
this.interval = 16, this.status = STATUS.INITIAL,
|
|
49
|
+
this.interval = 16, this.status = STATUS.INITIAL, vglobal.hooks.onSetEnv.tap("graph-ticker", (() => {
|
|
50
50
|
this.initHandler(!1);
|
|
51
|
-
})),
|
|
51
|
+
})), vglobal.env && this.initHandler(!1);
|
|
52
52
|
}
|
|
53
53
|
addTimeline(timeline) {
|
|
54
54
|
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"]}
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package/es/timeline.js.map
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-
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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
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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 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"]}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@visactor/vrender-animate",
|
|
3
|
-
"version": "1.0.
|
|
3
|
+
"version": "1.1.0-alpha.0",
|
|
4
4
|
"description": "",
|
|
5
5
|
"sideEffects": false,
|
|
6
6
|
"main": "cjs/index.js",
|
|
@@ -13,7 +13,7 @@
|
|
|
13
13
|
],
|
|
14
14
|
"dependencies": {
|
|
15
15
|
"@visactor/vutils": "~1.0.12",
|
|
16
|
-
"@visactor/vrender-core": "1.0.
|
|
16
|
+
"@visactor/vrender-core": "1.1.0-alpha.0"
|
|
17
17
|
},
|
|
18
18
|
"devDependencies": {
|
|
19
19
|
"@rushstack/eslint-patch": "~1.1.4",
|
|
@@ -29,8 +29,8 @@
|
|
|
29
29
|
"vite": "3.2.6",
|
|
30
30
|
"typescript": "4.9.5",
|
|
31
31
|
"cross-env": "^7.0.3",
|
|
32
|
-
"@internal/ts-config": "0.0.1",
|
|
33
32
|
"@internal/bundler": "0.0.1",
|
|
33
|
+
"@internal/ts-config": "0.0.1",
|
|
34
34
|
"@internal/eslint-config": "0.0.1"
|
|
35
35
|
},
|
|
36
36
|
"keywords": [
|