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175 lines
4.8 KiB
175 lines
4.8 KiB
/**
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* 动画服务类
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*/
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import type { Map } from 'ol'
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import { Vector as VectorLayer } from 'ol/layer'
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import { Vector as VectorSource } from 'ol/source'
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import { Feature } from 'ol'
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import { Point } from 'ol/geom'
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import { Style, Circle, Fill, Stroke } from 'ol/style'
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import { fromLonLat } from 'ol/proj'
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import type { MarkerData } from '../types/map.types'
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import { getHighestPriorityStatus, getStatusColor } from '../utils/map.utils'
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import { ANIMATION_CONFIG } from '../constants/map.constants'
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export class AnimationService {
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private rippleLayer: VectorLayer<VectorSource> | null = null
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private animationTimer: number | null = null
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private map: Map | null = null
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private enableCluster: boolean = true
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constructor(map: Map) {
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this.map = map
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}
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/**
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* 创建波纹图层
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*/
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createRippleLayer(
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markers: MarkerData[],
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enableCluster: boolean = true
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): VectorLayer<VectorSource> {
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if (this.rippleLayer && this.map) {
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this.map?.removeLayer(this.rippleLayer)
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}
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this.enableCluster = enableCluster
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const source = new VectorSource()
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// 为每个标记添加波纹效果
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markers.forEach((marker) => {
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const feature = new Feature({
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geometry: new Point(fromLonLat(marker.coordinates)),
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markerData: marker
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})
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const status = getHighestPriorityStatus(marker)
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const color = getStatusColor(status)
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// 设置动画开始时间
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feature.set('animationStart', Date.now())
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feature.set('rippleColor', color)
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source.addFeature(feature)
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})
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this.rippleLayer = new VectorLayer({
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source: source,
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style: (feature) => {
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// 检查当前缩放级别,如果缩放级别较低(聚合状态),不显示波纹
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const currentZoom = this.map?.getView().getZoom() || 0
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// 如果启用了聚合且zoom级别较低,不显示波纹
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if (this.enableCluster && currentZoom < ANIMATION_CONFIG.clusterThreshold) {
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return [] // 不显示波纹
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}
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const startTime = feature.get('animationStart')
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const color = feature.get('rippleColor')
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const elapsed = (Date.now() - startTime) / 1000 // 秒
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// 创建多个波纹圈
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const styles: Style[] = []
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for (let i = 0; i < ANIMATION_CONFIG.rippleCount; i++) {
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const phase = (elapsed + i * ANIMATION_CONFIG.phaseOffset) % ANIMATION_CONFIG.duration
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const progress = phase / ANIMATION_CONFIG.duration // 0-1的进度
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// 使用缓动函数使动画更平滑
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const easeProgress = 1 - Math.pow(1 - progress, 3) // ease-out cubic
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// 计算半径和透明度
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const radius =
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ANIMATION_CONFIG.minRadius +
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easeProgress * (ANIMATION_CONFIG.maxRadius - ANIMATION_CONFIG.minRadius)
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const opacity = Math.max(0, 1 - easeProgress) // 1到0的透明度
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if (opacity > ANIMATION_CONFIG.minOpacity) {
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// 计算颜色透明度
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const alpha = Math.floor(opacity * 255)
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.toString(16)
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.padStart(2, '0')
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const strokeColor = color + alpha
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styles.push(
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new Style({
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image: new Circle({
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radius: radius,
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fill: new Fill({
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color: 'transparent'
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}),
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stroke: new Stroke({
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color: strokeColor,
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width: Math.max(1, 3 - i * 0.4) // 动态调整线宽
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})
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})
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})
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)
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}
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}
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return styles
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}
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})
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if (this.rippleLayer && this.map) {
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this.map?.addLayer(this.rippleLayer)
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}
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return this.rippleLayer
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}
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/**
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* 启动波纹动画
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*/
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startAnimation(): void {
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let lastUpdateTime = 0
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const frameInterval = 1000 / ANIMATION_CONFIG.targetFPS // 帧间隔
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const animateRipples = (currentTime: number) => {
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if (this.rippleLayer && currentTime - lastUpdateTime >= frameInterval) {
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this.rippleLayer.getSource()?.changed()
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lastUpdateTime = currentTime
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}
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this.animationTimer = requestAnimationFrame(animateRipples)
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}
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animateRipples(0)
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}
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/**
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* 停止波纹动画
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*/
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stopAnimation(): void {
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if (this.animationTimer) {
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cancelAnimationFrame(this.animationTimer)
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this.animationTimer = null
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}
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}
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/**
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* 更新波纹图层
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*/
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updateRipples(): void {
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if (this.rippleLayer) {
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this.rippleLayer.getSource()?.changed()
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}
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}
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/**
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* 获取波纹图层
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*/
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getRippleLayer(): VectorLayer<VectorSource> | null {
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return this.rippleLayer
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}
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/**
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* 销毁动画服务
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*/
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destroy(): void {
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if (this.rippleLayer && this.map) {
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this.map?.removeLayer(this.rippleLayer)
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}
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this.stopAnimation()
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this.rippleLayer = null
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this.map = null
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}
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}
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