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- /**
- * 一行谱动画
- */
- import { watch, ref, Ref, h, render } from "vue"
- import { getAudioCurrentTime } from "/src/view/audio-list"
- import state from "/src/state"
- import "./index.less"
- import Bird from "./bird"
- type pointsPosType = { x: number; y: number; MeasureNumberXML: number; noteId: number }[]
- type smoothAnimationType = {
- isShow: Ref<boolean>
- canvasDom: null | HTMLCanvasElement
- canvasCtx: null | undefined | CanvasRenderingContext2D
- canvasDomWith: number
- canvasDomHeight: number
- canvasSmoothDom: null | HTMLCanvasElement
- smoothAnimationBoxDom: null | HTMLElement
- smoothBotDom: null | HTMLElement
- osmdCanvasPageDom: null | HTMLElement
- osdmScrollDom: null | HTMLElement
- osdmScrollDomWith: number
- osdmScrollDomOffsetLeft: number
- selectionBoxDom: null | HTMLElement
- selectionBgBoxDom: null | HTMLElement
- batePos: pointsPosType
- pointsPos: pointsPosType
- translateXNum: number
- aveSpeed: number,
- pageTurnLock: boolean
- oldCurrentTime: number
- }
- let _numberOfSegments = 56 // 中间切割线的个数
- const _canvasDomHeight = 60 // canvans 高度
- export const smoothAnimationState = {
- isShow: ref(false), // 是否显示
- canvasDom: null,
- canvasCtx: null,
- canvasDomWith: 0,
- canvasDomHeight: _canvasDomHeight,
- canvasSmoothDom: null,
- smoothAnimationBoxDom: null,
- smoothBotDom: null,
- osmdCanvasPageDom: null,
- osdmScrollDom: null,
- osdmScrollDomWith: 0,
- osdmScrollDomOffsetLeft: 0,
- selectionBoxDom: null,
- selectionBgBoxDom: null,
- batePos: [], // times 直接转换的数组
- pointsPos: [], // 筛选之后的点坐标数组
- translateXNum: 0, // 当前谱面的translateX的距离 谱面的位置信息 由translateX和scrollLeft的偏移一起决定
- aveSpeed: 0, // 谱面的一帧的平均速度
- pageTurnLock: false,
- oldCurrentTime: 0
- } as smoothAnimationType
- // 监听显示与隐藏
- watch(smoothAnimationState.isShow, () => {
- if (smoothAnimationState.isShow.value) {
- smoothAnimationState.smoothAnimationBoxDom?.classList.remove("smoothAnimationBoxHide")
- } else {
- smoothAnimationState.smoothAnimationBoxDom?.classList.add("smoothAnimationBoxHide")
- }
- })
- /**
- * 初始化
- */
- export function initSmoothAnimation() {
- // 创建dom
- createSmoothAnimation()
- // 初始化动画数据
- const batePos = getPointsPosByBatePos()
- smoothAnimationState.batePos = batePos
- const batePos1 = dataFilter([...batePos])
- console.log(batePos1, "排序之后的数据")
- // 这里性能优化,对于超级长的曲子,_numberOfSegments值 动态变化
- const numberOfSegments = parseInt(16000 / batePos1.length + "")
- _numberOfSegments = Math.max(18, Math.min(_numberOfSegments, numberOfSegments))
- const batePos2 = createSmoothCurvePoints(batePos1, _numberOfSegments)
- smoothAnimationState.pointsPos = batePos2
- // 初始化旋律线
- initCanvasSmooth()
- // 谱面的平均速度(因为可能有反复的情况所以实际距离要加上反复的距离)
- const canvasDomPath = batePos.reduce((path, item, index, arr) => {
- if (index !== 0) {
- if (Math.abs(item.MeasureNumberXML - arr[index - 1].MeasureNumberXML) <= 1) {
- path += item.x - arr[index - 1].x
- }
- }
- return path
- }, 0)
- // 20 是屏幕多长时间刷新一次的时间,本来是16.67的,但是有些手机帧率比较低,所以这里给小一点的值,宁愿慢一点偏屏幕左边一点
- smoothAnimationState.aveSpeed = (canvasDomPath / (state.times[state.times.length - 1].time - state.times[0].time) / 1000) * 20
- // 当前屏幕的宽度
- calcClientWidth()
- window.addEventListener("resize", calcClientWidth)
- // 初始化 只有练习模式 才显示
- state.modeType === "practise" && (smoothAnimationState.isShow.value = state.melodyLine)
- // 多分轨合并显示、打击乐、节奏练习的曲子不显示旋律线
- if (state.isCombineRender || state.isPercussion) {
- smoothAnimationState.isShow.value = false
- }
- console.log(smoothAnimationState, "一行谱小鸟数据")
- }
- // 排序
- function dataFilter(batePos: pointsPosType) {
- // 去掉反复跳房子的数据
- const filterData = batePos.filter((item, index, array) => {
- return array.findIndex(i => i.noteId === item.noteId) === index
- })
- // 先按 音符排序
- const sortedData = filterData.sort((a, b) => a.noteId - b.noteId)
- // 再按 小节排序
- return sortedData.sort((a, b) => a.MeasureNumberXML - b.MeasureNumberXML)
- }
- //根据 activeInde和进度 查找转换之后的activeInde
- function dataFindIndex(activeIndex: number, progress: number) {
- // 百分比转为当前的index 距离个数
- const progressCalcIndex = Math.round(progress * _numberOfSegments)
- const { noteId, MeasureNumberXML } = smoothAnimationState.batePos[activeIndex]
- return (
- smoothAnimationState.pointsPos.findIndex(item => {
- return item.noteId === noteId && item.MeasureNumberXML === MeasureNumberXML
- }) + progressCalcIndex
- )
- }
- /**
- * 销毁
- */
- export function destroySmoothAnimation() {
- smoothAnimationState.isShow.value = false
- window.removeEventListener("resize", calcClientWidth)
- smoothAnimationState.smoothAnimationBoxDom?.remove()
- Object.assign(smoothAnimationState, {
- canvasDom: null,
- canvasCtx: null,
- canvasDomWith: 0,
- canvasDomHeight: _canvasDomHeight,
- canvasSmoothDom: null,
- smoothAnimationBoxDom: null,
- smoothBotDom: null,
- osmdCanvasPageDom: null,
- osdmScrollDom: null,
- osdmScrollDomWith: 0,
- osdmScrollDomOffsetLeft: 0,
- selectionBoxDom: null,
- selectionBgBoxDom: null,
- batePos: [],
- pointsPos: [],
- translateXNum: 0,
- aveSpeed: 0,
- pageTurnLock: false,
- oldCurrentTime: 0
- })
- }
- /**
- * 根据播放时间进度移动处理
- * isIgnoreFilter 忽略这种 判断,因为有些只需要谱面移动
- */
- export function moveSmoothAnimationByPlayTime(time?: number, isIgnoreFilter = false) {
- // 暂停之后不进行移动了
- if (state.playState === "paused") {
- return
- }
- const currentTime = time || getAudioCurrentTime()
- // 某些浏览器 音频暂停后返回的时间会倒退,把这种时间过滤掉
- if(currentTime < smoothAnimationState.oldCurrentTime && !isIgnoreFilter) {
- return
- }
- smoothAnimationState.oldCurrentTime = currentTime
- if (currentTime <= state.fixtime) return
- if (currentTime > state.times.last()?.endtime) return
- // 当休止小节,可能当前音符在谱面上没有实际的音符(没有bbox),所以往后找谱面上有的音符
- const nextIndex = state.activeNoteIndex + 1
- // 当前的音符和下一个音符之间的时值 (当是最后一个音符的时候,下一个音符的时间取当前音符的endtime)
- const noteDuration =
- (nextIndex > state.times.length - 1 ? state.times[state.activeNoteIndex]?.endtime : state.times[nextIndex].time) -
- state.times[state.activeNoteIndex]?.time
- // 妙极客曲目 有可能2个音符时值一样
- if (noteDuration <= 0) {
- return
- }
- // 当前时值在该区间的占比
- let playProgress = (currentTime - state.times[state.activeNoteIndex]?.time) / noteDuration
- // 华为手机 fixtime 有个默认0.08的值,所以进度可能为负数 ,这里兼容一下
- playProgress < 0 && (playProgress = 0)
- moveSmoothAnimation(playProgress, state.activeNoteIndex)
- }
- /**
- * 移动处理
- * progress 当前音符到下一个音符的距离百分比
- * activeIndex 当前
- */
- export function moveSmoothAnimation(progress: number, activeIndex: number, isMoveOsmd = true) {
- // if (!smoothAnimationState.isShow.value) {
- // return
- // }
- const nowIndex = dataFindIndex(activeIndex, progress)
- const nowPointsPos = smoothAnimationState.pointsPos[nowIndex]
- // 当x的值为null和undefinedde的时候 错误 不走下面的方法
- if (!(nowPointsPos?.x != null)) {
- console.error(nowPointsPos?.x, "nowPointsPos", nowIndex, activeIndex)
- return
- }
- // 移动
- smoothAnimationMove(
- {
- x: nowPointsPos.x - 18, //鸟的大小
- y: nowPointsPos.y - 23
- },
- smoothAnimationState.pointsPos.slice(0, nowIndex)
- )
- // 当移动到屏幕最右边时候 就不进行移动了 存在移动到屏幕最右边时候 有反复的情况需要屏幕移动。所以这里注释掉了
- // if (
- // (smoothAnimationState.osdmScrollDom?.scrollLeft || 0) + smoothAnimationState.translateXNum + smoothAnimationState.osdmScrollDomWith >=
- // smoothAnimationState.canvasDomWith
- // ) {
- // return
- // }
- //isMoveOsmd && move_osmd(nowPointsPos)
- isMoveOsmd && pageTurn_osmd(nowPointsPos)
- }
- /**
- * 谱面翻页逻辑
- */
- function pageTurn_osmd(nowPointsPos: pointsPosType[0]) {
- if (smoothAnimationState.pageTurnLock) return
- // 视口宽度
- const clientWidth = smoothAnimationState.osdmScrollDomWith
- let { left, right } = smoothAnimationState.smoothBotDom!.getBoundingClientRect()
- left -= smoothAnimationState.osdmScrollDomOffsetLeft
- right -= smoothAnimationState.osdmScrollDomOffsetLeft
- if (right > clientWidth || left < 0) {
- // 移动超过屏幕时候;移动小于屏幕时候
- smoothAnimationState.translateXNum = 0
- smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.1
- moveTranslateXNum(smoothAnimationState.translateXNum)
- } else if (right > clientWidth * 0.85) {
- const osdmScrollDomScrollLeft = smoothAnimationState.osdmScrollDom?.scrollLeft || 0
- const maxTranslateXNum = smoothAnimationState.canvasDomWith - smoothAnimationState.osdmScrollDomWith - osdmScrollDomScrollLeft
- // 当还能翻页时候触发
- if (maxTranslateXNum > smoothAnimationState.translateXNum) {
- smoothAnimationState.translateXNum += clientWidth * 0.8 - state.times[0].bbox?.x
- if (smoothAnimationState.translateXNum > maxTranslateXNum) {
- smoothAnimationState.translateXNum = maxTranslateXNum
- }
- smoothAnimationState.pageTurnLock = true
- moveTranslateXNum(smoothAnimationState.translateXNum)
- }
- }
- }
- /**
- * 谱面移动逻辑
- */
- function move_osmd(nowPointsPos: pointsPosType[0]) {
- // 评测移动太快看不到前面小节的分数,评测改成0.5倍速移动谱面
- const speed = (state.modeType === "evaluating" ? smoothAnimationState.aveSpeed * 0.5 : smoothAnimationState.aveSpeed) * (state.speed / 60)
- // 视口宽度
- const clientWidth = smoothAnimationState.osdmScrollDomWith
- const clientMidWidth = clientWidth / 2
- let { left, right, width } = smoothAnimationState.smoothBotDom!.getBoundingClientRect()
- left -= smoothAnimationState.osdmScrollDomOffsetLeft
- right -= smoothAnimationState.osdmScrollDomOffsetLeft
- const midBotNum = left + width / 2
- // 分阶段移动
- if (right > clientWidth) {
- // 移动超过屏幕时候
- smoothAnimationState.translateXNum = 0
- smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.9
- } else if (left < 0) {
- // 移动小于屏幕时候
- smoothAnimationState.translateXNum = 0
- smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.1
- } else if (midBotNum > clientMidWidth - clientWidth * 0.3 && midBotNum <= clientMidWidth - clientWidth * 0.25) {
- smoothAnimationState.translateXNum += speed * 0.5
- } else if (midBotNum > clientMidWidth - clientWidth * 0.25 && midBotNum <= clientMidWidth - clientWidth * 0.2) {
- smoothAnimationState.translateXNum += speed * 0.6
- } else if (midBotNum > clientMidWidth - clientWidth * 0.2 && midBotNum <= clientMidWidth - clientWidth * 0.15) {
- smoothAnimationState.translateXNum += speed * 0.7
- } else if (midBotNum > clientMidWidth - clientWidth * 0.15 && midBotNum <= clientMidWidth - clientWidth * 0.1) {
- smoothAnimationState.translateXNum += speed * 0.8
- } else if (midBotNum > clientMidWidth - clientWidth * 0.1 && midBotNum <= clientMidWidth - clientWidth * 0.05) {
- smoothAnimationState.translateXNum += speed * 0.9
- } else if (midBotNum > clientMidWidth - clientWidth * 0.05 && midBotNum <= clientMidWidth) {
- smoothAnimationState.translateXNum += speed
- } else if (midBotNum > clientMidWidth && midBotNum <= clientMidWidth + clientWidth * 0.05) {
- smoothAnimationState.translateXNum += speed * 1.2
- } else if (midBotNum > clientMidWidth + clientWidth * 0.05 && midBotNum <= clientMidWidth + clientWidth * 0.1) {
- smoothAnimationState.translateXNum += speed * 1.4
- } else if (midBotNum > clientMidWidth + clientWidth * 0.1 && midBotNum <= clientMidWidth + clientWidth * 0.15) {
- smoothAnimationState.translateXNum += speed * 1.7
- } else if (midBotNum > clientMidWidth + clientWidth * 0.15 && midBotNum <= clientMidWidth + clientWidth * 0.2) {
- smoothAnimationState.translateXNum += speed * 2
- } else if (midBotNum > clientMidWidth + clientWidth * 0.2 && midBotNum <= clientMidWidth + clientWidth * 0.25) {
- smoothAnimationState.translateXNum += speed * 2.4
- } else if (midBotNum > clientMidWidth + clientWidth * 0.25 && midBotNum <= clientMidWidth + clientWidth * 0.3) {
- smoothAnimationState.translateXNum += speed * 2.8
- } else if (midBotNum > clientMidWidth + clientWidth * 0.3 && midBotNum <= clientMidWidth + clientWidth * 0.35) {
- smoothAnimationState.translateXNum += speed * 3.3
- } else if (midBotNum > clientMidWidth + clientWidth * 0.35 && midBotNum <= clientMidWidth + clientWidth * 0.4) {
- smoothAnimationState.translateXNum += speed * 3.8
- } else if (midBotNum > clientMidWidth + clientWidth * 0.4 && midBotNum <= clientMidWidth + clientWidth * 0.45) {
- smoothAnimationState.translateXNum += speed * 4.4
- } else if (midBotNum > clientMidWidth + clientWidth * 0.45 && midBotNum <= clientMidWidth + clientWidth * 0.5) {
- smoothAnimationState.translateXNum += speed * 5
- }
- // 最多移动的位置
- const osdmScrollDomScrollLeft = smoothAnimationState.osdmScrollDom?.scrollLeft || 0
- const maxTranslateXNum = smoothAnimationState.canvasDomWith - smoothAnimationState.osdmScrollDomWith - osdmScrollDomScrollLeft
- if (smoothAnimationState.translateXNum > maxTranslateXNum) {
- smoothAnimationState.translateXNum = maxTranslateXNum
- }
- moveTranslateXNum(smoothAnimationState.translateXNum)
- }
- /**
- * 根据 translateXNum 滚动到位置
- */
- export function moveTranslateXNum(translateXNum: number) {
- // translateXNum为0的时候不触发过度动画
- if (translateXNum === 0) {
- smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transition = `none`)
- smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transition = `none`)
- smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transition = `none`)
- smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transform = `translateX(-${translateXNum}px)`)
- smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transform = `translateX(-${translateXNum}px)`)
- smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transform = `translateX(-${translateXNum}px)`)
- smoothAnimationState.smoothBotDom?.offsetHeight
- smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transition = "")
- smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transition = "")
- smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transition = "")
- smoothAnimationState.pageTurnLock = false
- } else {
- smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transform = `translateX(-${translateXNum}px)`)
- smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transform = `translateX(-${translateXNum}px)`)
- smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transform = `translateX(-${translateXNum}px)`)
- }
- }
- /**
- * 进度条和块移动方法
- */
- function smoothAnimationMove(pos: { x: number; y: number }, progresspointsPos: pointsPosType) {
- smoothAnimationState.smoothBotDom && (smoothAnimationState.smoothBotDom.style.transform = `translate(${pos.x}px, ${pos.y}px)`)
- smoothAnimationState.canvasCtx && drawSmoothCurveProgress(smoothAnimationState.canvasCtx, progresspointsPos, "#FF8B8F")
- }
- /**
- * 创建dom
- */
- function createSmoothAnimation() {
- // osdmScrollDom
- const osdmScrollDom = document.querySelector("#musicAndSelection") as HTMLElement
- smoothAnimationState.osdmScrollDom = osdmScrollDom
- // osmdCanvasPage
- const osmdCanvasPageDom = document.querySelector("#osmdCanvasPage1") as HTMLElement
- smoothAnimationState.osmdCanvasPageDom = osmdCanvasPageDom
- smoothAnimationState.osmdCanvasPageDom.addEventListener("transitionend", () => {
- smoothAnimationState.pageTurnLock = false
- })
- // selectionBox
- setTimeout(() => {
- const selectionBoxDom = document.querySelector("#selectionBox") as HTMLElement
- const selectionBgBoxDom = document.querySelector("#selectionBgBox") as HTMLElement
- smoothAnimationState.selectionBoxDom = selectionBoxDom
- smoothAnimationState.selectionBgBoxDom = selectionBgBoxDom
- }, 0)
- // box
- const smoothAnimationBoxDom = document.createElement("div")
- smoothAnimationBoxDom.className = "smoothAnimationBox smoothAnimationBoxHide"
- smoothAnimationState.smoothAnimationBoxDom = smoothAnimationBoxDom
- // con
- const smoothAnimationConDom = document.createElement("div")
- smoothAnimationConDom.className = "smoothAnimationCon"
- //canvas
- const smoothCanvasDom = document.createElement("canvas")
- smoothCanvasDom.className = "smoothCanvas"
- smoothAnimationState.canvasDom = smoothCanvasDom
- smoothAnimationState.canvasDomWith = osmdCanvasPageDom?.offsetWidth || 0
- smoothCanvasDom.width = smoothAnimationState.canvasDomWith
- smoothCanvasDom.height = smoothAnimationState.canvasDomHeight
- const ctx = smoothCanvasDom.getContext("2d")!
- smoothAnimationState.canvasCtx = ctx
- ctx.imageSmoothingEnabled = true
- ctx.lineCap = "round"
- ctx.lineJoin = "round"
- // bot
- const smoothBotDom = document.createElement("div")
- smoothBotDom.className = "smoothBot"
- smoothAnimationState.smoothBotDom = smoothBotDom
- // 添加小鸟
- render(h(Bird), smoothBotDom)
- smoothAnimationConDom.appendChild(smoothCanvasDom)
- smoothAnimationConDom.appendChild(smoothBotDom)
- smoothAnimationBoxDom.appendChild(smoothAnimationConDom)
- // 添加到 osmdCanvasPage1
- osmdCanvasPageDom?.insertBefore(smoothAnimationBoxDom, osmdCanvasPageDom.firstChild)
- }
- /**
- * 计算视口宽度
- */
- export function calcClientWidth() {
- smoothAnimationState.osdmScrollDomWith = smoothAnimationState.osdmScrollDom?.offsetWidth || 0
- smoothAnimationState.osdmScrollDomOffsetLeft = smoothAnimationState.osdmScrollDom?.getBoundingClientRect().left || 0
- }
- /**
- * 根据音符获取坐标
- */
- function getPointsPosByBatePos(): pointsPosType {
- // 得到音符频率数据
- const frequencyData = state.times.map(item => {
- return !item.frequency || item.frequency === -1 ? 0 : item.frequency
- })
- // 线性频率数据
- const frequencyLineData = quantileScale(frequencyData, 8, _canvasDomHeight - 8) // 最小值和最大值
- const pointsPos = state.times.reduce((posArr: any[], item, index) => {
- // 当休止小节,可能当前音符在谱面上没有实际的音符(没有bbox)
- if (item.bbox?.x != null && ![-Infinity, Infinity].includes(item.bbox?.x) && item.noteId != null) {
- posArr.push({
- noteId: item.noteId,
- MeasureNumberXML: item.MeasureNumberXML,
- x: item.bbox.x,
- y: _canvasDomHeight - frequencyLineData[index]
- })
- } else {
- // 连续休止小节 noteId 可能为 null,所以这里取上一个音符的id
- posArr.push({
- // 这里当第一个音符noteId为null,找不到前一个noteId,所以兼容一下
- noteId: item.noteId != null ? item.noteId : (posArr[posArr.length - 1]?.noteId != null ? posArr[posArr.length - 1]?.noteId : -1) + 0.01, // 这里+0.01 是制造一个假id
- MeasureNumberXML: item.MeasureNumberXML,
- x: item.bbox?.x != null && ![-Infinity, Infinity].includes(item.bbox?.x) ? item.bbox.x : posArr[posArr.length - 1]?.x || 10,
- y: _canvasDomHeight - frequencyLineData[index]
- })
- }
- return posArr
- }, [])
- // 最后一个音符延长(这里建立一个虚拟的音符延长)
- const extendPoint = {
- ...pointsPos[pointsPos.length - 1]
- }
- extendPoint.MeasureNumberXML += 100 // 防止MeasureNumberXML重复
- extendPoint.noteId += 100 // 防止noteId重复
- // 当总长度减20 和 最后一个音符加 10 取最大值 34是一倍的边距
- extendPoint.x = Math.max(smoothAnimationState.canvasDomWith - 34 * state.zoom - 20, extendPoint.x + 10)
- pointsPos.push(extendPoint)
- return pointsPos
- }
- // 数据平滑算法
- function quantileScale(data: number[], minRange = 0, maxRange = _canvasDomHeight) {
- const sortedData = [...data].sort((a, b) => a - b)
- return data.map(value => {
- const rank = sortedData.indexOf(value) / (sortedData.length - 1)
- const scaledValue = rank * (maxRange - minRange) + minRange
- return Math.max(minRange, Math.min(scaledValue, maxRange))
- })
- }
- /**
- * 使用传入的曲线的顶点坐标创建平滑曲线的顶点。
- * @param {Array} points 曲线顶点坐标数组,
- * @param {Int} numberOfSegments 平滑曲线 2 个顶点间的线段数
- * @return {Array} 平滑曲线的顶点坐标数组
- */
- function createSmoothCurvePoints(points: pointsPosType, numSegments: number) {
- if (points.length <= 2) {
- return points
- }
- const curvePoints = []
- for (let i = 0; i < points.length - 1; i++) {
- const p0 = i > 0 ? points[i - 1] : points[i]
- const p1 = points[i]
- const p2 = points[i + 1]
- const p3 = i !== points.length - 2 ? points[i + 2] : points[i + 1]
- for (let j = 0; j < numSegments; j++) {
- const t = j / numSegments
- const t2 = t * t
- const t3 = t2 * t
- const x = 0.5 * (2 * p1.x + (-p0.x + p2.x) * t + (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * t2 + (-p0.x + 3 * p1.x - 3 * p2.x + p3.x) * t3)
- const y = 0.5 * (2 * p1.y + (-p0.y + p2.y) * t + (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * t2 + (-p0.y + 3 * p1.y - 3 * p2.y + p3.y) * t3)
- curvePoints.push({ x, y, MeasureNumberXML: p1.MeasureNumberXML, noteId: p1.noteId })
- }
- }
- return curvePoints
- }
- /** 初始化一条完整的旋律线dom */
- function initCanvasSmooth() {
- const smoothDom = document.createElement("canvas")
- smoothDom.width = smoothAnimationState.canvasDomWith
- smoothDom.height = smoothAnimationState.canvasDomHeight
- const smoothDomCtx = smoothDom.getContext("2d")!
- smoothDomCtx.imageSmoothingEnabled = true
- smoothDomCtx.lineCap = "round"
- smoothDomCtx.lineJoin = "round"
- // 根据坐标花线
- const defaultColor = state.isCbsView ? "rgba(0,0,0,0.1)" : "#BDBDBD";
- drawLines(smoothDomCtx, smoothAnimationState.pointsPos, defaultColor)
- smoothAnimationState.canvasSmoothDom = smoothDom
- }
- /**
- * 根据进度画线
- */
- function drawSmoothCurveProgress(context: CanvasRenderingContext2D, pointsPos: pointsPosType, color: string) {
- context.clearRect(0, 0, smoothAnimationState.canvasDomWith, smoothAnimationState.canvasDomHeight)
- smoothAnimationState.canvasSmoothDom && context.drawImage(smoothAnimationState.canvasSmoothDom, 0, 0)
- drawLines(context, pointsPos, color)
- }
- /**
- * 根据坐标划线
- */
- function drawLines(context: CanvasRenderingContext2D, pointsPos: pointsPosType, color: string) {
- if (pointsPos.length === 0) return
- context.lineWidth = 2
- context.strokeStyle = color
- context.beginPath()
- // 记录上一个实际绘制的点
- let lastDrawnPoint = pointsPos[0]
- context.moveTo(lastDrawnPoint.x, lastDrawnPoint.y)
- for (let i = 1; i < pointsPos.length; i++) {
- const currPoint = pointsPos[i]
- const distance = Math.hypot(currPoint.x - lastDrawnPoint.x, currPoint.y - lastDrawnPoint.y)
- // 如果两个点之间的距离大于阈值,才进行绘制
- if (distance > 2) {
- context.lineTo(currPoint.x, currPoint.y)
- lastDrawnPoint = currPoint // 更新上一个实际绘制的点
- }
- }
- context.stroke()
- }
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