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/**
* 动画服务类
*/
import type { Map as OpenLayersMap } from 'ol'
import { Vector as VectorLayer } from 'ol/layer'
import { Vector as VectorSource } from 'ol/source'
import { Feature } from 'ol'
import { Point } from 'ol/geom'
import { Style, Circle, Fill, Stroke } from 'ol/style'
import { fromLonLat } from 'ol/proj'
import type { MarkerData } from '../types/map.types'
import { ANIMATION_CONFIG } from '../constants/map.constants'
// 全局复用:透明填充
const TRANSPARENT_FILL = new Fill({ color: 'transparent' })
// 预生成 Stroke 缓存(按波纹层级)
const STROKE_CACHE: Record<number, Stroke> = {}
for (let i = 0; i < ANIMATION_CONFIG.rippleCount; i++) {
const width = Math.max(1, 3 - i * 0.4)
STROKE_CACHE[i] = new Stroke({ width })
}
// 预生成 Style 模板(避免每帧 new)
const createRippleStyle = (
radius: number,
stroke: Stroke,
opacity: number,
color: string
): Style => {
// 注意:color 必须带 alpha,如 #ff0000aa
const strokeColor =
color.slice(0, 7) +
Math.floor(opacity * 255)
.toString(16)
.padStart(2, '0')
stroke.setColor(strokeColor)
return new Style({
image: new Circle({
radius,
fill: TRANSPARENT_FILL,
stroke
})
})
}
export class AnimationService {
private rippleLayer: VectorLayer<VectorSource> | null = null
private animationTimer: number | null = null
private map: OpenLayersMap | null = null
constructor(map: OpenLayersMap) {
this.map = map
this.createRippleLayer()
}
private statusColor: Set<string> = new Set()
private statusColorStyleMap: Map<string, Style[]> = new Map()
private globalAnimationStartTime: number = Date.now()
/**
* 创建波纹图层
*/
private createRippleLayer() {
const source = new VectorSource()
this.rippleLayer = new VectorLayer({
source: source,
zIndex: 1,
style: (feature) => {
// const startTime = feature.get('animationStart')
// console.time('animation style')
const color = feature.get('rippleColor')
const styles = this.statusColorStyleMap.get(color) || []
if (styles.length === 0) {
return []
}
// console.timeEnd('animation style')
return styles
// const elapsed = (Date.now() - this.globalAnimationStartTime) / 1000 // 秒
// // 创建多个波纹圈
// const styles: Style[] = []
// for (let i = 0; i < ANIMATION_CONFIG.rippleCount; i++) {
// const phase = (elapsed + i * ANIMATION_CONFIG.phaseOffset) % ANIMATION_CONFIG.duration
// const progress = phase / ANIMATION_CONFIG.duration // 0-1的进度
// // 使用缓动函数使动画更平滑
// const easeProgress = 1 - Math.pow(1 - progress, 3) // ease-out cubic
// // 计算半径和透明度
// const radius =
// ANIMATION_CONFIG.minRadius +
// easeProgress * (ANIMATION_CONFIG.maxRadius - ANIMATION_CONFIG.minRadius)
// const opacity = Math.max(0, 1 - easeProgress) // 1到0的透明度
// if (opacity > ANIMATION_CONFIG.minOpacity) {
// // 计算颜色透明度
// // const alpha = Math.floor(opacity * 255)
// // .toString(16)
// // .padStart(2, '0')
// // const strokeColor = color + alpha
// // styles.push(
// // new Style({
// // image: new Circle({
// // radius: radius,
// // fill: this.transparentFill,
// // stroke: new Stroke({
// // color: strokeColor,
// // width: Math.max(1, 3 - i * 0.4) // 动态调整线宽
// // })
// // })
// // })
// // )
// // / 复用 Stroke,动态改颜色
// const style = createRippleStyle(radius, STROKE_CACHE[i], opacity, color)
// styles.push(style)
// }
// }
// return styles
}
})
if (this.map) {
this.map?.addLayer(this.rippleLayer)
}
}
clear() {
console.time('animationService clear')
const source = this.rippleLayer?.getSource()
source?.clear(true)
console.timeEnd('animationService clear')
}
addAll(markers: MarkerData[]) {
console.time('animationService addAll')
this.statusColor.clear()
this.statusColorStyleMap.clear()
// this.clear()
// const source = this.rippleLayer?.getSource()
const source = new VectorSource()
const features: Feature[] = []
// 为每个标记添加波纹效果
markers.forEach((marker) => {
const feature = new Feature({
geometry: new Point(fromLonLat(marker.coordinates)),
markerData: marker
})
// 设置动画开始时间
// feature.set('animationStart', Date.now())
feature.set('rippleColor', marker.statusColor)
features.push(feature)
if (marker.statusColor) {
this.statusColor.add(marker.statusColor)
}
})
source?.addFeatures(features)
this.rippleLayer?.setSource(source)
console.timeEnd('animationService addAll')
}
show() {
this.globalAnimationStartTime = Date.now() // ✅ 重置动画起点
this.rippleLayer?.setVisible(true)
this.startAnimation()
}
hide() {
console.log('动画暂停')
this.stopAnimation()
this.rippleLayer?.setVisible(false)
}
/**
* 启动波纹动画
*/
startAnimation(): void {
let lastUpdateTime = 0
const frameInterval = 1000 / ANIMATION_CONFIG.targetFPS // 帧间隔
const animateRipples = (currentTime: number) => {
if (this.rippleLayer && currentTime - lastUpdateTime >= frameInterval) {
const elapsed = (Date.now() - this.globalAnimationStartTime) / 1000 // 秒
for (const color of this.statusColor) {
// 创建多个波纹圈
const styles: Style[] = []
for (let i = 0; i < ANIMATION_CONFIG.rippleCount; i++) {
const phase = (elapsed + i * ANIMATION_CONFIG.phaseOffset) % ANIMATION_CONFIG.duration
const progress = phase / ANIMATION_CONFIG.duration // 0-1的进度
// 使用缓动函数使动画更平滑
const easeProgress = 1 - Math.pow(1 - progress, 3) // ease-out cubic
// 计算半径和透明度
const radius =
ANIMATION_CONFIG.minRadius +
easeProgress * (ANIMATION_CONFIG.maxRadius - ANIMATION_CONFIG.minRadius)
const opacity = Math.max(0, 1 - easeProgress) // 1到0的透明度
if (opacity > ANIMATION_CONFIG.minOpacity) {
const style = createRippleStyle(radius, STROKE_CACHE[i], opacity, color)
styles.push(style)
}
}
this.statusColorStyleMap.set(color, styles)
}
this.rippleLayer.getSource()?.changed()
lastUpdateTime = currentTime
}
this.animationTimer = requestAnimationFrame(animateRipples)
}
animateRipples(0)
}
/**
* 停止波纹动画
*/
stopAnimation(): void {
if (this.animationTimer) {
cancelAnimationFrame(this.animationTimer)
this.animationTimer = null
}
}
/**
* 销毁动画服务
*/
destroy(): void {
this.stopAnimation()
if (this.rippleLayer && this.map) {
this.map?.removeLayer(this.rippleLayer)
}
this.rippleLayer = null
this.map = null
}
}