@visactor/vrender-animate 1.0.39 → 1.0.40

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.
@@ -28,5 +28,4 @@ class ClipOut extends common_1.CommonOut {
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  }
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  }
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- exports.ClipOut = ClipOut;
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- //# sourceMappingURL=clip.js.map
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+ exports.ClipOut = ClipOut;
@@ -72,4 +72,5 @@ class AStageAnimate extends ACustomAnimate {
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  }
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  }
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- exports.AStageAnimate = AStageAnimate;
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+ exports.AStageAnimate = AStageAnimate;
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+ //# sourceMappingURL=custom-animate.js.map
@@ -130,5 +130,4 @@ class MoveOut extends MoveBase {
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  }
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  }
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- exports.MoveOut = MoveOut;
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- //# sourceMappingURL=move.js.map
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+ exports.MoveOut = MoveOut;
@@ -105,4 +105,5 @@ class PoptipDisappear extends custom_animate_1.AComponentAnimate {
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  }
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  }
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- exports.PoptipDisappear = PoptipDisappear;
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+ exports.PoptipDisappear = PoptipDisappear;
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+ //# sourceMappingURL=poptip-animate.js.map
@@ -129,7 +129,8 @@ class AnimateExecutor {
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  let parsedFromProps = null, props = params.to, from = params.from;
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  props || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
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  props = parsedFromProps.props), from || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
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- from = parsedFromProps.from), this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
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+ from = parsedFromProps.from), parsedFromProps.attrOutChannel && graphic.setAttributes(parsedFromProps.attrOutChannel),
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+ this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
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  let totalDelay = 0;
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  oneByOneDelay && (totalDelay = oneByOneDelay * (count - index - 1));
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  const delayAfterValue = (0, vutils_1.isFunction)(delayAfter) ? delayAfter(null === (_h = null === (_g = graphic.context) || void 0 === _g ? void 0 : _g.data) || void 0 === _h ? void 0 : _h[0], graphic, {}) : delayAfter;
@@ -175,7 +176,7 @@ class AnimateExecutor {
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  let parsedFromProps = null, props = effect.to, from = effect.from;
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  props || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
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  props = parsedFromProps.props), from || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
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- from = parsedFromProps.from);
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+ from = parsedFromProps.from), parsedFromProps.attrOutChannel && graphic.setAttributes(parsedFromProps.attrOutChannel);
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  const custom = null !== (_a = effect.custom) && void 0 !== _a ? _a : AnimateExecutor.builtInAnimateMap[type], customType = effect.custom ? effect.customType : (0,
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  utils_1.getCustomType)(custom);
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  this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
@@ -194,23 +195,33 @@ class AnimateExecutor {
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  animate.play(customAnimate);
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  }
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  createPropsFromChannel(channel, graphic) {
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+ var _a;
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  const props = {};
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  let from = null;
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- return channel ? (Array.isArray(channel) ? channel.forEach((key => {
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- var _a, _b;
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- const value = null === (_b = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.diffAttrs) || void 0 === _b ? void 0 : _b[key];
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- void 0 !== value && (props[key] = value);
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- })) : Object.keys(channel).forEach((key => {
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+ if (!channel) return {
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+ from: from,
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+ props: props,
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+ attrOutChannel: null
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+ };
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+ const attrOutChannel = {};
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+ let hasAttrs = !1;
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+ const diffAttrs = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.diffAttrs;
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+ if (Array.isArray(channel) && (channel = channel.reduce(((res, key) => (void 0 === diffAttrs[key] || (res[key] = {
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+ to: diffAttrs[key]
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+ }), res)), {})), Object.keys(channel).forEach((key => {
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  var _a, _b, _c, _d;
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  const config = channel[key];
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  void 0 !== config.to && ("function" == typeof config.to ? props[key] = config.to(null === (_b = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.data) || void 0 === _b ? void 0 : _b[0], graphic, {}) : props[key] = config.to),
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  void 0 !== config.from && (from || (from = {}), "function" == typeof config.from ? from[key] = config.from(null === (_d = null === (_c = graphic.context) || void 0 === _c ? void 0 : _c.data) || void 0 === _d ? void 0 : _d[0], graphic, {}) : from[key] = config.from);
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- })), {
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- from: from,
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- props: props
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- }) : {
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+ })), diffAttrs) for (const key in diffAttrs) {
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+ const value = diffAttrs[key];
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+ void 0 !== value && (props.hasOwnProperty(key) || (attrOutChannel[key] = value,
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+ hasAttrs = !0));
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+ }
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+ return {
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  from: from,
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- props: props
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+ props: props,
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+ attrOutChannel: hasAttrs ? attrOutChannel : null
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  };
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  }
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  resolveValue(value, graphic, defaultValue) {
@@ -1 +1 @@
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{ type IGraphic, type EasingType, type IAnimate, AnimateStatus } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { cloneDeep, isArray, isFunction, isValidNumber } from '@visactor/vutils';\nimport { getCustomType } from './utils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 所有动画实例\n private _animates: IAnimate[] = [];\n\n // 动画开始回调\n private _startCallbacks: (() => void)[] = [];\n // 动画结束回调\n private _endCallbacks: (() => void)[] = [];\n\n // 是否已经开始动画\n private _started: boolean = false;\n\n // 当前正在运行的动画数量\n private _activeCount: number = 0;\n\n constructor(target: IGraphic) {\n this._target = target;\n }\n\n get started(): boolean {\n return this._started;\n }\n\n /**\n * 注册一个回调,当动画开始时调用\n */\n onStart(cb?: () => void): void {\n if (cb) {\n this._startCallbacks.push(cb);\n\n // 如果动画已经开始,立即调用回调\n if (this._started && this._activeCount > 0) {\n cb();\n }\n } else {\n this._startCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 注册一个回调,当所有动画结束时调用\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n this._endCallbacks.push(cb);\n } else {\n this._endCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 跟踪动画并附加生命周期钩子\n */\n private _trackAnimation(animate: IAnimate): void {\n this._animates.push(animate);\n this._activeCount++;\n\n // 如果这是第一个正在运行的动画,触发onStart回调\n if (this._activeCount === 1 && !this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean, child?: IGraphic): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, child, undefined);\n const startTime = this.resolveValue(params.startTime, child, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, child, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n const delay = this.resolveValue(slice.delay, child, 0);\n const delayAfter = this.resolveValue(slice.delayAfter, child, 0);\n const duration = this.resolveValue(slice.duration, child, 300);\n sliceTime += delay + duration + delayAfter;\n return {\n ...slice,\n delay,\n delayAfter,\n duration\n };\n });\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? sliceTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n let scale = 1;\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n scale = totalTime ? totalTime / _totalTime : 1;\n }\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType = getCustomType(custom);\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, child, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, child, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, child, 300);\n const loopTime = delay + delayAfter + duration;\n\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? loopTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType = getCustomType(parsedParams.custom);\n parsedParams.customType = customType;\n\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = isValidNumber(totalTime) ? totalTime / _totalTime : 1;\n\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data?.[0], child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort(\n (a.context as any)?.data?.[0],\n (b.context as any)?.data?.[0],\n a,\n b,\n {}\n );\n });\n }\n\n //\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt(startTime as number);\n const wait = index * oneByOneDelay + delayValue;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n\n let totalDelay = 0;\n if (oneByOneDelay) {\n totalDelay = oneByOneDelay * (count - index - 1);\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n totalDelay += delayAfterValue as number;\n }\n\n if (totalDelay > 0) {\n animate.wait(totalDelay);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n controlOptions: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n customType = getCustomType(custom);\n const _customParameters = this.resolveValue(customParameters, graphic);\n let customParams = _customParameters;\n if (typeof customParams === 'function') {\n customParams = customParams(graphic.context?.data?.[0], graphic, {});\n }\n customParams = {\n width: graphic.stage?.width || 0,\n height: graphic.stage?.height || 0,\n group: this._target.parent,\n ...customParams\n };\n\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n customParams.controlOptions = controlOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic, controlOptions);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(\n slice: IAnimationTimeSlice,\n animate: IAnimate,\n graphic: IGraphic,\n controlOptions: any\n ) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType = effect.custom ? (effect as any).customType : getCustomType(custom);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): { from: Record<string, any> | null; props: Record<string, any> } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n\n if (!channel) {\n return {\n from,\n props\n };\n }\n\n if (!Array.isArray(channel)) {\n // 如果是对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n } else {\n channel.forEach(key => {\n const value = graphic.context?.diffAttrs?.[key];\n if (value !== undefined) {\n props[key] = value;\n }\n });\n }\n\n return {\n from,\n props\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data?.[0], graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>, callEnd: boolean = true): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n // 不执行回调时 标记动画为结束状态\n callEnd === false && (animate.status = AnimateStatus.END);\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n callEnd && this.onEnd();\n }\n }\n}\n"]}
1
+ 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{ type IGraphic, type EasingType, type IAnimate, AnimateStatus } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { cloneDeep, isArray, isFunction, isValidNumber } from '@visactor/vutils';\nimport { getCustomType } from './utils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 所有动画实例\n private _animates: IAnimate[] = [];\n\n // 动画开始回调\n private _startCallbacks: (() => void)[] = [];\n // 动画结束回调\n private _endCallbacks: (() => void)[] = [];\n\n // 是否已经开始动画\n private _started: boolean = false;\n\n // 当前正在运行的动画数量\n private _activeCount: number = 0;\n\n constructor(target: IGraphic) {\n this._target = target;\n }\n\n get started(): boolean {\n return this._started;\n }\n\n /**\n * 注册一个回调,当动画开始时调用\n */\n onStart(cb?: () => void): void {\n if (cb) {\n this._startCallbacks.push(cb);\n\n // 如果动画已经开始,立即调用回调\n if (this._started && this._activeCount > 0) {\n cb();\n }\n } else {\n this._startCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 注册一个回调,当所有动画结束时调用\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n this._endCallbacks.push(cb);\n } else {\n this._endCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 跟踪动画并附加生命周期钩子\n */\n private _trackAnimation(animate: IAnimate): void {\n this._animates.push(animate);\n this._activeCount++;\n\n // 如果这是第一个正在运行的动画,触发onStart回调\n if (this._activeCount === 1 && !this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean, child?: IGraphic): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, child, undefined);\n const startTime = this.resolveValue(params.startTime, child, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, child, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n const delay = this.resolveValue(slice.delay, child, 0);\n const delayAfter = this.resolveValue(slice.delayAfter, child, 0);\n const duration = this.resolveValue(slice.duration, child, 300);\n sliceTime += delay + duration + delayAfter;\n return {\n ...slice,\n delay,\n delayAfter,\n duration\n };\n });\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? sliceTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n let scale = 1;\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n scale = totalTime ? totalTime / _totalTime : 1;\n }\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType = getCustomType(custom);\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, child, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, child, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, child, 300);\n const loopTime = delay + delayAfter + duration;\n\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? loopTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType = getCustomType(parsedParams.custom);\n parsedParams.customType = customType;\n\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = isValidNumber(totalTime) ? totalTime / _totalTime : 1;\n\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data?.[0], child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort(\n (a.context as any)?.data?.[0],\n (b.context as any)?.data?.[0],\n a,\n b,\n {}\n );\n });\n }\n\n //\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt(startTime as number);\n const wait = index * oneByOneDelay + delayValue;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n if (parsedFromProps.attrOutChannel) {\n graphic.setAttributes(parsedFromProps.attrOutChannel);\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n\n let totalDelay = 0;\n if (oneByOneDelay) {\n totalDelay = oneByOneDelay * (count - index - 1);\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n totalDelay += delayAfterValue as number;\n }\n\n if (totalDelay > 0) {\n animate.wait(totalDelay);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n controlOptions: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n customType = getCustomType(custom);\n const _customParameters = this.resolveValue(customParameters, graphic);\n let customParams = _customParameters;\n if (typeof customParams === 'function') {\n customParams = customParams(graphic.context?.data?.[0], graphic, {});\n }\n customParams = {\n width: graphic.stage?.width || 0,\n height: graphic.stage?.height || 0,\n group: this._target.parent,\n ...customParams\n };\n\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n customParams.controlOptions = controlOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic, controlOptions);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(\n slice: IAnimationTimeSlice,\n animate: IAnimate,\n graphic: IGraphic,\n controlOptions: any\n ) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n if (parsedFromProps.attrOutChannel) {\n graphic.setAttributes(parsedFromProps.attrOutChannel);\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType = effect.custom ? (effect as any).customType : getCustomType(custom);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): {\n from: Record<string, any> | null;\n props: Record<string, any>;\n attrOutChannel: Record<string, any> | null;\n } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n if (!channel) {\n return {\n from,\n props,\n attrOutChannel: null\n };\n }\n\n const attrOutChannel: Record<string, any> | null = {};\n let hasAttrs = false;\n const diffAttrs = graphic.context?.diffAttrs;\n if (Array.isArray(channel)) {\n channel = channel.reduce((res, key) => {\n if (diffAttrs[key] === undefined) {\n return res;\n }\n res[key] = { to: diffAttrs[key] };\n return res;\n }, {} as Record<string, any>);\n }\n\n // 对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n\n if (diffAttrs) {\n for (const key in diffAttrs) {\n const value = (diffAttrs as any)[key];\n if (value === undefined) {\n continue;\n }\n if (!props.hasOwnProperty(key)) {\n attrOutChannel[key] = value;\n hasAttrs = true;\n }\n }\n }\n\n return {\n from,\n props,\n attrOutChannel: hasAttrs ? attrOutChannel : null\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data?.[0], graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>, callEnd: boolean = true): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n // 不执行回调时 标记动画为结束状态\n callEnd === false && (animate.status = AnimateStatus.END);\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n callEnd && this.onEnd();\n }\n }\n}\n"]}
package/dist/index.es.js CHANGED
@@ -1793,6 +1793,9 @@ class AnimateExecutor {
1793
1793
  }
1794
1794
  from = parsedFromProps.from;
1795
1795
  }
1796
+ if (parsedFromProps.attrOutChannel) {
1797
+ graphic.setAttributes(parsedFromProps.attrOutChannel);
1798
+ }
1796
1799
  this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
1797
1800
  let totalDelay = 0;
1798
1801
  if (oneByOneDelay) {
@@ -1896,6 +1899,9 @@ class AnimateExecutor {
1896
1899
  }
1897
1900
  from = parsedFromProps.from;
1898
1901
  }
1902
+ if (parsedFromProps.attrOutChannel) {
1903
+ graphic.setAttributes(parsedFromProps.attrOutChannel);
1904
+ }
1899
1905
  const custom = (_a = effect.custom) !== null && _a !== void 0 ? _a : AnimateExecutor.builtInAnimateMap[type];
1900
1906
  const customType = effect.custom ? effect.customType : getCustomType(custom);
1901
1907
  this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
@@ -1920,51 +1926,67 @@ class AnimateExecutor {
1920
1926
  animate.play(customAnimate);
1921
1927
  }
1922
1928
  createPropsFromChannel(channel, graphic) {
1929
+ var _a;
1923
1930
  const props = {};
1924
1931
  let from = null;
1925
1932
  if (!channel) {
1926
1933
  return {
1927
1934
  from,
1928
- props
1935
+ props,
1936
+ attrOutChannel: null
1929
1937
  };
1930
1938
  }
1931
- if (!Array.isArray(channel)) {
1932
- Object.keys(channel).forEach(key => {
1933
- var _a, _b, _c, _d;
1934
- const config = channel[key];
1935
- if (config.to !== undefined) {
1936
- if (typeof config.to === 'function') {
1937
- props[key] = config.to((_b = (_a = graphic.context) === null || _a === void 0 ? void 0 : _a.data) === null || _b === void 0 ? void 0 : _b[0], graphic, {});
1938
- }
1939
- else {
1940
- props[key] = config.to;
1941
- }
1939
+ const attrOutChannel = {};
1940
+ let hasAttrs = false;
1941
+ const diffAttrs = (_a = graphic.context) === null || _a === void 0 ? void 0 : _a.diffAttrs;
1942
+ if (Array.isArray(channel)) {
1943
+ channel = channel.reduce((res, key) => {
1944
+ if (diffAttrs[key] === undefined) {
1945
+ return res;
1942
1946
  }
1943
- if (config.from !== undefined) {
1944
- if (!from) {
1945
- from = {};
1946
- }
1947
- if (typeof config.from === 'function') {
1948
- from[key] = config.from((_d = (_c = graphic.context) === null || _c === void 0 ? void 0 : _c.data) === null || _d === void 0 ? void 0 : _d[0], graphic, {});
1949
- }
1950
- else {
1951
- from[key] = config.from;
1952
- }
1947
+ res[key] = { to: diffAttrs[key] };
1948
+ return res;
1949
+ }, {});
1950
+ }
1951
+ Object.keys(channel).forEach(key => {
1952
+ var _a, _b, _c, _d;
1953
+ const config = channel[key];
1954
+ if (config.to !== undefined) {
1955
+ if (typeof config.to === 'function') {
1956
+ props[key] = config.to((_b = (_a = graphic.context) === null || _a === void 0 ? void 0 : _a.data) === null || _b === void 0 ? void 0 : _b[0], graphic, {});
1953
1957
  }
1954
- });
1955
- }
1956
- else {
1957
- channel.forEach(key => {
1958
- var _a, _b;
1959
- const value = (_b = (_a = graphic.context) === null || _a === void 0 ? void 0 : _a.diffAttrs) === null || _b === void 0 ? void 0 : _b[key];
1960
- if (value !== undefined) {
1961
- props[key] = value;
1958
+ else {
1959
+ props[key] = config.to;
1962
1960
  }
1963
- });
1961
+ }
1962
+ if (config.from !== undefined) {
1963
+ if (!from) {
1964
+ from = {};
1965
+ }
1966
+ if (typeof config.from === 'function') {
1967
+ from[key] = config.from((_d = (_c = graphic.context) === null || _c === void 0 ? void 0 : _c.data) === null || _d === void 0 ? void 0 : _d[0], graphic, {});
1968
+ }
1969
+ else {
1970
+ from[key] = config.from;
1971
+ }
1972
+ }
1973
+ });
1974
+ if (diffAttrs) {
1975
+ for (const key in diffAttrs) {
1976
+ const value = diffAttrs[key];
1977
+ if (value === undefined) {
1978
+ continue;
1979
+ }
1980
+ if (!props.hasOwnProperty(key)) {
1981
+ attrOutChannel[key] = value;
1982
+ hasAttrs = true;
1983
+ }
1984
+ }
1964
1985
  }
1965
1986
  return {
1966
1987
  from,
1967
- props
1988
+ props,
1989
+ attrOutChannel: hasAttrs ? attrOutChannel : null
1968
1990
  };
1969
1991
  }
1970
1992
  resolveValue(value, graphic, defaultValue) {
package/es/custom/clip.js CHANGED
@@ -18,5 +18,4 @@ export class ClipOut extends CommonOut {
18
18
  constructor(from, to, duration, easing, params) {
19
19
  super(from, to, duration, easing, params), this.keys = [ "clipRange" ];
20
20
  }
21
- }
22
- //# sourceMappingURL=clip.js.map
21
+ }
@@ -62,4 +62,5 @@ export class AStageAnimate extends ACustomAnimate {
62
62
  return !!ctx && (ctx.clearRect(0, 0, stageCanvas.width, stageCanvas.height), ctx.drawImage(canvas, 0, 0),
63
63
  stageCanvas);
64
64
  }
65
- }
65
+ }
66
+ //# sourceMappingURL=custom-animate.js.map
package/es/custom/move.js CHANGED
@@ -114,5 +114,4 @@ export class MoveOut extends MoveBase {
114
114
  this.props = to, this.propKeys = Object.keys(to).filter((key => null != to[key])),
115
115
  this.from = from, this.to = to;
116
116
  }
117
- }
118
- //# sourceMappingURL=move.js.map
117
+ }
@@ -99,4 +99,5 @@ export class PoptipDisappear extends AComponentAnimate {
99
99
  easing: easing
100
100
  }), this.completeBind(animator);
101
101
  }
102
- }
102
+ }
103
+ //# sourceMappingURL=poptip-animate.js.map
@@ -125,7 +125,8 @@ export class AnimateExecutor {
125
125
  let parsedFromProps = null, props = params.to, from = params.from;
126
126
  props || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
127
127
  props = parsedFromProps.props), from || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
128
- from = parsedFromProps.from), this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
128
+ from = parsedFromProps.from), parsedFromProps.attrOutChannel && graphic.setAttributes(parsedFromProps.attrOutChannel),
129
+ this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
129
130
  let totalDelay = 0;
130
131
  oneByOneDelay && (totalDelay = oneByOneDelay * (count - index - 1));
131
132
  const delayAfterValue = isFunction(delayAfter) ? delayAfter(null === (_h = null === (_g = graphic.context) || void 0 === _g ? void 0 : _g.data) || void 0 === _h ? void 0 : _h[0], graphic, {}) : delayAfter;
@@ -169,7 +170,7 @@ export class AnimateExecutor {
169
170
  let parsedFromProps = null, props = effect.to, from = effect.from;
170
171
  props || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
171
172
  props = parsedFromProps.props), from || (parsedFromProps || (parsedFromProps = this.createPropsFromChannel(channel, graphic)),
172
- from = parsedFromProps.from);
173
+ from = parsedFromProps.from), parsedFromProps.attrOutChannel && graphic.setAttributes(parsedFromProps.attrOutChannel);
173
174
  const custom = null !== (_a = effect.custom) && void 0 !== _a ? _a : AnimateExecutor.builtInAnimateMap[type], customType = effect.custom ? effect.customType : getCustomType(custom);
174
175
  this._handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic);
175
176
  })), delayAfterValue > 0 && animate.wait(delayAfterValue);
@@ -187,23 +188,33 @@ export class AnimateExecutor {
187
188
  animate.play(customAnimate);
188
189
  }
189
190
  createPropsFromChannel(channel, graphic) {
191
+ var _a;
190
192
  const props = {};
191
193
  let from = null;
192
- return channel ? (Array.isArray(channel) ? channel.forEach((key => {
193
- var _a, _b;
194
- const value = null === (_b = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.diffAttrs) || void 0 === _b ? void 0 : _b[key];
195
- void 0 !== value && (props[key] = value);
196
- })) : Object.keys(channel).forEach((key => {
194
+ if (!channel) return {
195
+ from: from,
196
+ props: props,
197
+ attrOutChannel: null
198
+ };
199
+ const attrOutChannel = {};
200
+ let hasAttrs = !1;
201
+ const diffAttrs = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.diffAttrs;
202
+ if (Array.isArray(channel) && (channel = channel.reduce(((res, key) => (void 0 === diffAttrs[key] || (res[key] = {
203
+ to: diffAttrs[key]
204
+ }), res)), {})), Object.keys(channel).forEach((key => {
197
205
  var _a, _b, _c, _d;
198
206
  const config = channel[key];
199
207
  void 0 !== config.to && ("function" == typeof config.to ? props[key] = config.to(null === (_b = null === (_a = graphic.context) || void 0 === _a ? void 0 : _a.data) || void 0 === _b ? void 0 : _b[0], graphic, {}) : props[key] = config.to),
200
208
  void 0 !== config.from && (from || (from = {}), "function" == typeof config.from ? from[key] = config.from(null === (_d = null === (_c = graphic.context) || void 0 === _c ? void 0 : _c.data) || void 0 === _d ? void 0 : _d[0], graphic, {}) : from[key] = config.from);
201
- })), {
202
- from: from,
203
- props: props
204
- }) : {
209
+ })), diffAttrs) for (const key in diffAttrs) {
210
+ const value = diffAttrs[key];
211
+ void 0 !== value && (props.hasOwnProperty(key) || (attrOutChannel[key] = value,
212
+ hasAttrs = !0));
213
+ }
214
+ return {
205
215
  from: from,
206
- props: props
216
+ props: props,
217
+ attrOutChannel: hasAttrs ? attrOutChannel : null
207
218
  };
208
219
  }
209
220
  resolveValue(value, graphic, defaultValue) {
@@ -1 +1 @@
1
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{ type IGraphic, type EasingType, type IAnimate, AnimateStatus } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { cloneDeep, isArray, isFunction, isValidNumber } from '@visactor/vutils';\nimport { getCustomType } from './utils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 所有动画实例\n private _animates: IAnimate[] = [];\n\n // 动画开始回调\n private _startCallbacks: (() => void)[] = [];\n // 动画结束回调\n private _endCallbacks: (() => void)[] = [];\n\n // 是否已经开始动画\n private _started: boolean = false;\n\n // 当前正在运行的动画数量\n private _activeCount: number = 0;\n\n constructor(target: IGraphic) {\n this._target = target;\n }\n\n get started(): boolean {\n return this._started;\n }\n\n /**\n * 注册一个回调,当动画开始时调用\n */\n onStart(cb?: () => void): void {\n if (cb) {\n this._startCallbacks.push(cb);\n\n // 如果动画已经开始,立即调用回调\n if (this._started && this._activeCount > 0) {\n cb();\n }\n } else {\n this._startCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 注册一个回调,当所有动画结束时调用\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n this._endCallbacks.push(cb);\n } else {\n this._endCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 跟踪动画并附加生命周期钩子\n */\n private _trackAnimation(animate: IAnimate): void {\n this._animates.push(animate);\n this._activeCount++;\n\n // 如果这是第一个正在运行的动画,触发onStart回调\n if (this._activeCount === 1 && !this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean, child?: IGraphic): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, child, undefined);\n const startTime = this.resolveValue(params.startTime, child, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, child, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n const delay = this.resolveValue(slice.delay, child, 0);\n const delayAfter = this.resolveValue(slice.delayAfter, child, 0);\n const duration = this.resolveValue(slice.duration, child, 300);\n sliceTime += delay + duration + delayAfter;\n return {\n ...slice,\n delay,\n delayAfter,\n duration\n };\n });\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? sliceTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n let scale = 1;\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n scale = totalTime ? totalTime / _totalTime : 1;\n }\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType = getCustomType(custom);\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, child, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, child, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, child, 300);\n const loopTime = delay + delayAfter + duration;\n\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? loopTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType = getCustomType(parsedParams.custom);\n parsedParams.customType = customType;\n\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = isValidNumber(totalTime) ? totalTime / _totalTime : 1;\n\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data?.[0], child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort(\n (a.context as any)?.data?.[0],\n (b.context as any)?.data?.[0],\n a,\n b,\n {}\n );\n });\n }\n\n //\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt(startTime as number);\n const wait = index * oneByOneDelay + delayValue;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n\n let totalDelay = 0;\n if (oneByOneDelay) {\n totalDelay = oneByOneDelay * (count - index - 1);\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n totalDelay += delayAfterValue as number;\n }\n\n if (totalDelay > 0) {\n animate.wait(totalDelay);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n controlOptions: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n customType = getCustomType(custom);\n const _customParameters = this.resolveValue(customParameters, graphic);\n let customParams = _customParameters;\n if (typeof customParams === 'function') {\n customParams = customParams(graphic.context?.data?.[0], graphic, {});\n }\n customParams = {\n width: graphic.stage?.width || 0,\n height: graphic.stage?.height || 0,\n group: this._target.parent,\n ...customParams\n };\n\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n customParams.controlOptions = controlOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic, controlOptions);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(\n slice: IAnimationTimeSlice,\n animate: IAnimate,\n graphic: IGraphic,\n controlOptions: any\n ) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType = effect.custom ? (effect as any).customType : getCustomType(custom);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): { from: Record<string, any> | null; props: Record<string, any> } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n\n if (!channel) {\n return {\n from,\n props\n };\n }\n\n if (!Array.isArray(channel)) {\n // 如果是对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n } else {\n channel.forEach(key => {\n const value = graphic.context?.diffAttrs?.[key];\n if (value !== undefined) {\n props[key] = value;\n }\n });\n }\n\n return {\n from,\n props\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data?.[0], graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>, callEnd: boolean = true): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n // 不执行回调时 标记动画为结束状态\n callEnd === false && (animate.status = AnimateStatus.END);\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n callEnd && this.onEnd();\n }\n }\n}\n"]}
1
+ 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{ type IGraphic, type EasingType, type IAnimate, AnimateStatus } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { cloneDeep, isArray, isFunction, isValidNumber } from '@visactor/vutils';\nimport { getCustomType } from './utils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 所有动画实例\n private _animates: IAnimate[] = [];\n\n // 动画开始回调\n private _startCallbacks: (() => void)[] = [];\n // 动画结束回调\n private _endCallbacks: (() => void)[] = [];\n\n // 是否已经开始动画\n private _started: boolean = false;\n\n // 当前正在运行的动画数量\n private _activeCount: number = 0;\n\n constructor(target: IGraphic) {\n this._target = target;\n }\n\n get started(): boolean {\n return this._started;\n }\n\n /**\n * 注册一个回调,当动画开始时调用\n */\n onStart(cb?: () => void): void {\n if (cb) {\n this._startCallbacks.push(cb);\n\n // 如果动画已经开始,立即调用回调\n if (this._started && this._activeCount > 0) {\n cb();\n }\n } else {\n this._startCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 注册一个回调,当所有动画结束时调用\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n this._endCallbacks.push(cb);\n } else {\n this._endCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 跟踪动画并附加生命周期钩子\n */\n private _trackAnimation(animate: IAnimate): void {\n this._animates.push(animate);\n this._activeCount++;\n\n // 如果这是第一个正在运行的动画,触发onStart回调\n if (this._activeCount === 1 && !this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean, child?: IGraphic): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, child, undefined);\n const startTime = this.resolveValue(params.startTime, child, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, child, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n const delay = this.resolveValue(slice.delay, child, 0);\n const delayAfter = this.resolveValue(slice.delayAfter, child, 0);\n const duration = this.resolveValue(slice.duration, child, 300);\n sliceTime += delay + duration + delayAfter;\n return {\n ...slice,\n delay,\n delayAfter,\n duration\n };\n });\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? sliceTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n let scale = 1;\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n scale = totalTime ? totalTime / _totalTime : 1;\n }\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType = getCustomType(custom);\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, child, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, child, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, child, 300);\n const loopTime = delay + delayAfter + duration;\n\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? loopTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType = getCustomType(parsedParams.custom);\n parsedParams.customType = customType;\n\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = isValidNumber(totalTime) ? totalTime / _totalTime : 1;\n\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data?.[0], child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort(\n (a.context as any)?.data?.[0],\n (b.context as any)?.data?.[0],\n a,\n b,\n {}\n );\n });\n }\n\n //\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt(startTime as number);\n const wait = index * oneByOneDelay + delayValue;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n if (parsedFromProps.attrOutChannel) {\n graphic.setAttributes(parsedFromProps.attrOutChannel);\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n\n let totalDelay = 0;\n if (oneByOneDelay) {\n totalDelay = oneByOneDelay * (count - index - 1);\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n totalDelay += delayAfterValue as number;\n }\n\n if (totalDelay > 0) {\n animate.wait(totalDelay);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n controlOptions: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n customType = getCustomType(custom);\n const _customParameters = this.resolveValue(customParameters, graphic);\n let customParams = _customParameters;\n if (typeof customParams === 'function') {\n customParams = customParams(graphic.context?.data?.[0], graphic, {});\n }\n customParams = {\n width: graphic.stage?.width || 0,\n height: graphic.stage?.height || 0,\n group: this._target.parent,\n ...customParams\n };\n\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n customParams.controlOptions = controlOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic, controlOptions);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(\n slice: IAnimationTimeSlice,\n animate: IAnimate,\n graphic: IGraphic,\n controlOptions: any\n ) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n if (parsedFromProps.attrOutChannel) {\n graphic.setAttributes(parsedFromProps.attrOutChannel);\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType = effect.custom ? (effect as any).customType : getCustomType(custom);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): {\n from: Record<string, any> | null;\n props: Record<string, any>;\n attrOutChannel: Record<string, any> | null;\n } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n if (!channel) {\n return {\n from,\n props,\n attrOutChannel: null\n };\n }\n\n const attrOutChannel: Record<string, any> | null = {};\n let hasAttrs = false;\n const diffAttrs = graphic.context?.diffAttrs;\n if (Array.isArray(channel)) {\n channel = channel.reduce((res, key) => {\n if (diffAttrs[key] === undefined) {\n return res;\n }\n res[key] = { to: diffAttrs[key] };\n return res;\n }, {} as Record<string, any>);\n }\n\n // 对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n\n if (diffAttrs) {\n for (const key in diffAttrs) {\n const value = (diffAttrs as any)[key];\n if (value === undefined) {\n continue;\n }\n if (!props.hasOwnProperty(key)) {\n attrOutChannel[key] = value;\n hasAttrs = true;\n }\n }\n }\n\n return {\n from,\n props,\n attrOutChannel: hasAttrs ? attrOutChannel : null\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data?.[0], graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>, callEnd: boolean = true): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n // 不执行回调时 标记动画为结束状态\n callEnd === false && (animate.status = AnimateStatus.END);\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n callEnd && this.onEnd();\n }\n }\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-animate",
3
- "version": "1.0.39",
3
+ "version": "1.0.40",
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": "1.0.39"
16
+ "@visactor/vrender-core": "1.0.40"
17
17
  },
18
18
  "devDependencies": {
19
19
  "@rushstack/eslint-patch": "~1.1.4",
@@ -30,8 +30,8 @@
30
30
  "typescript": "4.9.5",
31
31
  "cross-env": "^7.0.3",
32
32
  "@internal/bundler": "0.0.1",
33
- "@internal/ts-config": "0.0.1",
34
- "@internal/eslint-config": "0.0.1"
33
+ "@internal/eslint-config": "0.0.1",
34
+ "@internal/ts-config": "0.0.1"
35
35
  },
36
36
  "keywords": [
37
37
  "VisActor",