index.ts 24 KB

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  1. /**
  2. * 一行谱动画
  3. */
  4. import { watch, ref, Ref, h, render } from "vue"
  5. import { getAudioCurrentTime } from "/src/view/audio-list"
  6. import state from "/src/state"
  7. import "./index.less"
  8. import Bird from "./bird"
  9. type pointsPosType = { x: number; y: number; MeasureNumberXML: number; noteId: number }[]
  10. type smoothAnimationType = {
  11. isShow: Ref<boolean>
  12. canvasDom: null | HTMLCanvasElement
  13. canvasCtx: null | undefined | CanvasRenderingContext2D
  14. canvasDomWith: number
  15. canvasDomHeight: number
  16. canvasSmoothDom: null | HTMLCanvasElement
  17. smoothAnimationBoxDom: null | HTMLElement
  18. smoothBotDom: null | HTMLElement
  19. osmdCanvasPageDom: null | HTMLElement
  20. osdmScrollDom: null | HTMLElement
  21. osdmScrollDomWith: number
  22. osdmScrollDomOffsetLeft: number
  23. selectionBoxDom: null | HTMLElement
  24. selectionBgBoxDom: null | HTMLElement
  25. batePos: pointsPosType
  26. pointsPos: pointsPosType
  27. translateXNum: number
  28. aveSpeed: number,
  29. pageTurnLock: boolean
  30. oldCurrentTime: number
  31. }
  32. let _numberOfSegments = 56 // 中间切割线的个数
  33. const _canvasDomHeight = 60 // canvans 高度
  34. export const smoothAnimationState = {
  35. isShow: ref(false), // 是否显示
  36. canvasDom: null,
  37. canvasCtx: null,
  38. canvasDomWith: 0,
  39. canvasDomHeight: _canvasDomHeight,
  40. canvasSmoothDom: null,
  41. smoothAnimationBoxDom: null,
  42. smoothBotDom: null,
  43. osmdCanvasPageDom: null,
  44. osdmScrollDom: null,
  45. osdmScrollDomWith: 0,
  46. osdmScrollDomOffsetLeft: 0,
  47. selectionBoxDom: null,
  48. selectionBgBoxDom: null,
  49. batePos: [], // times 直接转换的数组
  50. pointsPos: [], // 筛选之后的点坐标数组
  51. 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
  52. aveSpeed: 0, // 谱面的一帧的平均速度
  53. pageTurnLock: false,
  54. oldCurrentTime: 0
  55. } as smoothAnimationType
  56. // 监听显示与隐藏
  57. watch(smoothAnimationState.isShow, () => {
  58. if (smoothAnimationState.isShow.value) {
  59. smoothAnimationState.smoothAnimationBoxDom?.classList.remove("smoothAnimationBoxHide")
  60. } else {
  61. smoothAnimationState.smoothAnimationBoxDom?.classList.add("smoothAnimationBoxHide")
  62. }
  63. })
  64. /**
  65. * 初始化
  66. */
  67. export function initSmoothAnimation() {
  68. // 创建dom
  69. createSmoothAnimation()
  70. // 初始化动画数据
  71. const batePos = getPointsPosByBatePos()
  72. smoothAnimationState.batePos = batePos
  73. const batePos1 = dataFilter([...batePos])
  74. console.log(batePos1, "排序之后的数据")
  75. // 这里性能优化,对于超级长的曲子,_numberOfSegments值 动态变化
  76. const numberOfSegments = parseInt(16000 / batePos1.length + "")
  77. _numberOfSegments = Math.max(18, Math.min(_numberOfSegments, numberOfSegments))
  78. const batePos2 = createSmoothCurvePoints(batePos1, _numberOfSegments)
  79. smoothAnimationState.pointsPos = batePos2
  80. // 初始化旋律线
  81. initCanvasSmooth()
  82. // 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)
  83. const canvasDomPath = batePos.reduce((path, item, index, arr) => {
  84. if (index !== 0) {
  85. if (Math.abs(item.MeasureNumberXML - arr[index - 1].MeasureNumberXML) <= 1) {
  86. path += item.x - arr[index - 1].x
  87. }
  88. }
  89. return path
  90. }, 0)
  91. // 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
  92. smoothAnimationState.aveSpeed = (canvasDomPath / (state.times[state.times.length - 1].time - state.times[0].time) / 1000) * 20
  93. // 当前屏幕的宽度
  94. calcClientWidth()
  95. window.addEventListener("resize", calcClientWidth)
  96. // 初始化 只有练习模式 才显示
  97. state.modeType === "practise" && (smoothAnimationState.isShow.value = state.melodyLine)
  98. // 多分轨合并显示、打击乐、节奏练习的曲子不显示旋律线
  99. if (state.isCombineRender || state.isPercussion) {
  100. smoothAnimationState.isShow.value = false
  101. }
  102. console.log(smoothAnimationState, "一行谱小鸟数据")
  103. }
  104. // 排序
  105. function dataFilter(batePos: pointsPosType) {
  106. // 去掉反复跳房子的数据
  107. const filterData = batePos.filter((item, index, array) => {
  108. return array.findIndex(i => i.noteId === item.noteId) === index
  109. })
  110. // 先按 音符排序
  111. const sortedData = filterData.sort((a, b) => a.noteId - b.noteId)
  112. // 再按 小节排序
  113. return sortedData.sort((a, b) => a.MeasureNumberXML - b.MeasureNumberXML)
  114. }
  115. //根据 activeInde和进度 查找转换之后的activeInde
  116. function dataFindIndex(activeIndex: number, progress: number) {
  117. // 百分比转为当前的index 距离个数
  118. const progressCalcIndex = Math.round(progress * _numberOfSegments)
  119. const { noteId, MeasureNumberXML } = smoothAnimationState.batePos[activeIndex]
  120. return (
  121. smoothAnimationState.pointsPos.findIndex(item => {
  122. return item.noteId === noteId && item.MeasureNumberXML === MeasureNumberXML
  123. }) + progressCalcIndex
  124. )
  125. }
  126. /**
  127. * 销毁
  128. */
  129. export function destroySmoothAnimation() {
  130. smoothAnimationState.isShow.value = false
  131. window.removeEventListener("resize", calcClientWidth)
  132. smoothAnimationState.smoothAnimationBoxDom?.remove()
  133. Object.assign(smoothAnimationState, {
  134. canvasDom: null,
  135. canvasCtx: null,
  136. canvasDomWith: 0,
  137. canvasDomHeight: _canvasDomHeight,
  138. canvasSmoothDom: null,
  139. smoothAnimationBoxDom: null,
  140. smoothBotDom: null,
  141. osmdCanvasPageDom: null,
  142. osdmScrollDom: null,
  143. osdmScrollDomWith: 0,
  144. osdmScrollDomOffsetLeft: 0,
  145. selectionBoxDom: null,
  146. selectionBgBoxDom: null,
  147. batePos: [],
  148. pointsPos: [],
  149. translateXNum: 0,
  150. aveSpeed: 0,
  151. pageTurnLock: false,
  152. oldCurrentTime: 0
  153. })
  154. }
  155. /**
  156. * 根据播放时间进度移动处理
  157. * isIgnoreFilter 忽略这种 判断,因为有些只需要谱面移动
  158. */
  159. export function moveSmoothAnimationByPlayTime(time?: number, isIgnoreFilter = false) {
  160. // 暂停之后不进行移动了
  161. if (state.playState === "paused") {
  162. return
  163. }
  164. const currentTime = time || getAudioCurrentTime()
  165. // 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
  166. if(currentTime < smoothAnimationState.oldCurrentTime && !isIgnoreFilter) {
  167. return
  168. }
  169. smoothAnimationState.oldCurrentTime = currentTime
  170. if (currentTime <= state.fixtime) return
  171. if (currentTime > state.times.last()?.endtime) return
  172. // 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
  173. const nextIndex = state.activeNoteIndex + 1
  174. // 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)
  175. const noteDuration =
  176. (nextIndex > state.times.length - 1 ? state.times[state.activeNoteIndex]?.endtime : state.times[nextIndex].time) -
  177. state.times[state.activeNoteIndex]?.time
  178. // 妙极客曲目 有可能2个音符时值一样
  179. if (noteDuration <= 0) {
  180. return
  181. }
  182. // 当前时值在该区间的占比
  183. let playProgress = (currentTime - state.times[state.activeNoteIndex]?.time) / noteDuration
  184. // 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
  185. playProgress < 0 && (playProgress = 0)
  186. moveSmoothAnimation(playProgress, state.activeNoteIndex)
  187. }
  188. /**
  189. * 移动处理
  190. * progress 当前音符到下一个音符的距离百分比
  191. * activeIndex 当前
  192. */
  193. export function moveSmoothAnimation(progress: number, activeIndex: number, isMoveOsmd = true) {
  194. // if (!smoothAnimationState.isShow.value) {
  195. // return
  196. // }
  197. const nowIndex = dataFindIndex(activeIndex, progress)
  198. const nowPointsPos = smoothAnimationState.pointsPos[nowIndex]
  199. // 当x的值为null和undefinedde的时候 错误 不走下面的方法
  200. if (!(nowPointsPos?.x != null)) {
  201. console.error(nowPointsPos?.x, "nowPointsPos", nowIndex, activeIndex)
  202. return
  203. }
  204. // 移动
  205. smoothAnimationMove(
  206. {
  207. x: nowPointsPos.x - 18, //鸟的大小
  208. y: nowPointsPos.y - 23
  209. },
  210. smoothAnimationState.pointsPos.slice(0, nowIndex)
  211. )
  212. // 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
  213. // if (
  214. // (smoothAnimationState.osdmScrollDom?.scrollLeft || 0) + smoothAnimationState.translateXNum + smoothAnimationState.osdmScrollDomWith >=
  215. // smoothAnimationState.canvasDomWith
  216. // ) {
  217. // return
  218. // }
  219. //isMoveOsmd && move_osmd(nowPointsPos)
  220. isMoveOsmd && pageTurn_osmd(nowPointsPos)
  221. }
  222. /**
  223. * 谱面翻页逻辑
  224. */
  225. function pageTurn_osmd(nowPointsPos: pointsPosType[0]) {
  226. if (smoothAnimationState.pageTurnLock) return
  227. // 视口宽度
  228. const clientWidth = smoothAnimationState.osdmScrollDomWith
  229. let { left, right } = smoothAnimationState.smoothBotDom!.getBoundingClientRect()
  230. left -= smoothAnimationState.osdmScrollDomOffsetLeft
  231. right -= smoothAnimationState.osdmScrollDomOffsetLeft
  232. if (right > clientWidth || left < 0) {
  233. // 移动超过屏幕时候;移动小于屏幕时候
  234. smoothAnimationState.translateXNum = 0
  235. smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.1
  236. moveTranslateXNum(smoothAnimationState.translateXNum)
  237. } else if (right > clientWidth * 0.85) {
  238. const osdmScrollDomScrollLeft = smoothAnimationState.osdmScrollDom?.scrollLeft || 0
  239. const maxTranslateXNum = smoothAnimationState.canvasDomWith - smoothAnimationState.osdmScrollDomWith - osdmScrollDomScrollLeft
  240. // 当还能翻页时候触发
  241. if (maxTranslateXNum > smoothAnimationState.translateXNum) {
  242. smoothAnimationState.translateXNum += clientWidth * 0.8 - state.times[0].bbox?.x
  243. if (smoothAnimationState.translateXNum > maxTranslateXNum) {
  244. smoothAnimationState.translateXNum = maxTranslateXNum
  245. }
  246. smoothAnimationState.pageTurnLock = true
  247. moveTranslateXNum(smoothAnimationState.translateXNum)
  248. }
  249. }
  250. }
  251. /**
  252. * 谱面移动逻辑
  253. */
  254. function move_osmd(nowPointsPos: pointsPosType[0]) {
  255. // 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
  256. const speed = (state.modeType === "evaluating" ? smoothAnimationState.aveSpeed * 0.5 : smoothAnimationState.aveSpeed) * (state.speed / 60)
  257. // 视口宽度
  258. const clientWidth = smoothAnimationState.osdmScrollDomWith
  259. const clientMidWidth = clientWidth / 2
  260. let { left, right, width } = smoothAnimationState.smoothBotDom!.getBoundingClientRect()
  261. left -= smoothAnimationState.osdmScrollDomOffsetLeft
  262. right -= smoothAnimationState.osdmScrollDomOffsetLeft
  263. const midBotNum = left + width / 2
  264. // 分阶段移动
  265. if (right > clientWidth) {
  266. // 移动超过屏幕时候
  267. smoothAnimationState.translateXNum = 0
  268. smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.9
  269. } else if (left < 0) {
  270. // 移动小于屏幕时候
  271. smoothAnimationState.translateXNum = 0
  272. smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.1
  273. } else if (midBotNum > clientMidWidth - clientWidth * 0.3 && midBotNum <= clientMidWidth - clientWidth * 0.25) {
  274. smoothAnimationState.translateXNum += speed * 0.5
  275. } else if (midBotNum > clientMidWidth - clientWidth * 0.25 && midBotNum <= clientMidWidth - clientWidth * 0.2) {
  276. smoothAnimationState.translateXNum += speed * 0.6
  277. } else if (midBotNum > clientMidWidth - clientWidth * 0.2 && midBotNum <= clientMidWidth - clientWidth * 0.15) {
  278. smoothAnimationState.translateXNum += speed * 0.7
  279. } else if (midBotNum > clientMidWidth - clientWidth * 0.15 && midBotNum <= clientMidWidth - clientWidth * 0.1) {
  280. smoothAnimationState.translateXNum += speed * 0.8
  281. } else if (midBotNum > clientMidWidth - clientWidth * 0.1 && midBotNum <= clientMidWidth - clientWidth * 0.05) {
  282. smoothAnimationState.translateXNum += speed * 0.9
  283. } else if (midBotNum > clientMidWidth - clientWidth * 0.05 && midBotNum <= clientMidWidth) {
  284. smoothAnimationState.translateXNum += speed
  285. } else if (midBotNum > clientMidWidth && midBotNum <= clientMidWidth + clientWidth * 0.05) {
  286. smoothAnimationState.translateXNum += speed * 1.2
  287. } else if (midBotNum > clientMidWidth + clientWidth * 0.05 && midBotNum <= clientMidWidth + clientWidth * 0.1) {
  288. smoothAnimationState.translateXNum += speed * 1.4
  289. } else if (midBotNum > clientMidWidth + clientWidth * 0.1 && midBotNum <= clientMidWidth + clientWidth * 0.15) {
  290. smoothAnimationState.translateXNum += speed * 1.7
  291. } else if (midBotNum > clientMidWidth + clientWidth * 0.15 && midBotNum <= clientMidWidth + clientWidth * 0.2) {
  292. smoothAnimationState.translateXNum += speed * 2
  293. } else if (midBotNum > clientMidWidth + clientWidth * 0.2 && midBotNum <= clientMidWidth + clientWidth * 0.25) {
  294. smoothAnimationState.translateXNum += speed * 2.4
  295. } else if (midBotNum > clientMidWidth + clientWidth * 0.25 && midBotNum <= clientMidWidth + clientWidth * 0.3) {
  296. smoothAnimationState.translateXNum += speed * 2.8
  297. } else if (midBotNum > clientMidWidth + clientWidth * 0.3 && midBotNum <= clientMidWidth + clientWidth * 0.35) {
  298. smoothAnimationState.translateXNum += speed * 3.3
  299. } else if (midBotNum > clientMidWidth + clientWidth * 0.35 && midBotNum <= clientMidWidth + clientWidth * 0.4) {
  300. smoothAnimationState.translateXNum += speed * 3.8
  301. } else if (midBotNum > clientMidWidth + clientWidth * 0.4 && midBotNum <= clientMidWidth + clientWidth * 0.45) {
  302. smoothAnimationState.translateXNum += speed * 4.4
  303. } else if (midBotNum > clientMidWidth + clientWidth * 0.45 && midBotNum <= clientMidWidth + clientWidth * 0.5) {
  304. smoothAnimationState.translateXNum += speed * 5
  305. }
  306. // 最多移动的位置
  307. const osdmScrollDomScrollLeft = smoothAnimationState.osdmScrollDom?.scrollLeft || 0
  308. const maxTranslateXNum = smoothAnimationState.canvasDomWith - smoothAnimationState.osdmScrollDomWith - osdmScrollDomScrollLeft
  309. if (smoothAnimationState.translateXNum > maxTranslateXNum) {
  310. smoothAnimationState.translateXNum = maxTranslateXNum
  311. }
  312. moveTranslateXNum(smoothAnimationState.translateXNum)
  313. }
  314. /**
  315. * 根据 translateXNum 滚动到位置
  316. */
  317. export function moveTranslateXNum(translateXNum: number) {
  318. // translateXNum为0的时候不触发过度动画
  319. if (translateXNum === 0) {
  320. smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transition = `none`)
  321. smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transition = `none`)
  322. smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transition = `none`)
  323. smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transform = `translateX(-${translateXNum}px)`)
  324. smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transform = `translateX(-${translateXNum}px)`)
  325. smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transform = `translateX(-${translateXNum}px)`)
  326. smoothAnimationState.smoothBotDom?.offsetHeight
  327. smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transition = "")
  328. smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transition = "")
  329. smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transition = "")
  330. smoothAnimationState.pageTurnLock = false
  331. } else {
  332. smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transform = `translateX(-${translateXNum}px)`)
  333. smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transform = `translateX(-${translateXNum}px)`)
  334. smoothAnimationState.selectionBgBoxDom && (smoothAnimationState.selectionBgBoxDom.style.transform = `translateX(-${translateXNum}px)`)
  335. }
  336. }
  337. /**
  338. * 进度条和块移动方法
  339. */
  340. function smoothAnimationMove(pos: { x: number; y: number }, progresspointsPos: pointsPosType) {
  341. smoothAnimationState.smoothBotDom && (smoothAnimationState.smoothBotDom.style.transform = `translate(${pos.x}px, ${pos.y}px)`)
  342. smoothAnimationState.canvasCtx && drawSmoothCurveProgress(smoothAnimationState.canvasCtx, progresspointsPos, "#FF8B8F")
  343. }
  344. /**
  345. * 创建dom
  346. */
  347. function createSmoothAnimation() {
  348. // osdmScrollDom
  349. const osdmScrollDom = document.querySelector("#musicAndSelection") as HTMLElement
  350. smoothAnimationState.osdmScrollDom = osdmScrollDom
  351. // osmdCanvasPage
  352. const osmdCanvasPageDom = document.querySelector("#osmdCanvasPage1") as HTMLElement
  353. smoothAnimationState.osmdCanvasPageDom = osmdCanvasPageDom
  354. smoothAnimationState.osmdCanvasPageDom.addEventListener("transitionend", () => {
  355. smoothAnimationState.pageTurnLock = false
  356. })
  357. // selectionBox
  358. setTimeout(() => {
  359. const selectionBoxDom = document.querySelector("#selectionBox") as HTMLElement
  360. const selectionBgBoxDom = document.querySelector("#selectionBgBox") as HTMLElement
  361. smoothAnimationState.selectionBoxDom = selectionBoxDom
  362. smoothAnimationState.selectionBgBoxDom = selectionBgBoxDom
  363. }, 0)
  364. // box
  365. const smoothAnimationBoxDom = document.createElement("div")
  366. smoothAnimationBoxDom.className = "smoothAnimationBox smoothAnimationBoxHide"
  367. smoothAnimationState.smoothAnimationBoxDom = smoothAnimationBoxDom
  368. // con
  369. const smoothAnimationConDom = document.createElement("div")
  370. smoothAnimationConDom.className = "smoothAnimationCon"
  371. //canvas
  372. const smoothCanvasDom = document.createElement("canvas")
  373. smoothCanvasDom.className = "smoothCanvas"
  374. smoothAnimationState.canvasDom = smoothCanvasDom
  375. smoothAnimationState.canvasDomWith = osmdCanvasPageDom?.offsetWidth || 0
  376. smoothCanvasDom.width = smoothAnimationState.canvasDomWith
  377. smoothCanvasDom.height = smoothAnimationState.canvasDomHeight
  378. const ctx = smoothCanvasDom.getContext("2d")!
  379. smoothAnimationState.canvasCtx = ctx
  380. ctx.imageSmoothingEnabled = true
  381. ctx.lineCap = "round"
  382. ctx.lineJoin = "round"
  383. // bot
  384. const smoothBotDom = document.createElement("div")
  385. smoothBotDom.className = "smoothBot"
  386. smoothAnimationState.smoothBotDom = smoothBotDom
  387. // 添加小鸟
  388. render(h(Bird), smoothBotDom)
  389. smoothAnimationConDom.appendChild(smoothCanvasDom)
  390. smoothAnimationConDom.appendChild(smoothBotDom)
  391. smoothAnimationBoxDom.appendChild(smoothAnimationConDom)
  392. // 添加到 osmdCanvasPage1
  393. osmdCanvasPageDom?.insertBefore(smoothAnimationBoxDom, osmdCanvasPageDom.firstChild)
  394. }
  395. /**
  396. * 计算视口宽度
  397. */
  398. export function calcClientWidth() {
  399. smoothAnimationState.osdmScrollDomWith = smoothAnimationState.osdmScrollDom?.offsetWidth || 0
  400. smoothAnimationState.osdmScrollDomOffsetLeft = smoothAnimationState.osdmScrollDom?.getBoundingClientRect().left || 0
  401. }
  402. /**
  403. * 根据音符获取坐标
  404. */
  405. function getPointsPosByBatePos(): pointsPosType {
  406. // 得到音符频率数据
  407. const frequencyData = state.times.map(item => {
  408. return !item.frequency || item.frequency === -1 ? 0 : item.frequency
  409. })
  410. // 线性频率数据
  411. const frequencyLineData = quantileScale(frequencyData, 8, _canvasDomHeight - 8) // 最小值和最大值
  412. const pointsPos = state.times.reduce((posArr: any[], item, index) => {
  413. // 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)
  414. if (item.bbox?.x != null && ![-Infinity, Infinity].includes(item.bbox?.x) && item.noteId != null) {
  415. posArr.push({
  416. noteId: item.noteId,
  417. MeasureNumberXML: item.MeasureNumberXML,
  418. x: item.bbox.x,
  419. y: _canvasDomHeight - frequencyLineData[index]
  420. })
  421. } else {
  422. // 连续休止小节 noteId 可能为 null,所以这里取上一个音符的id
  423. posArr.push({
  424. // 这里当第一个音符noteId为null,找不到前一个noteId,所以兼容一下
  425. 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
  426. MeasureNumberXML: item.MeasureNumberXML,
  427. x: item.bbox?.x != null && ![-Infinity, Infinity].includes(item.bbox?.x) ? item.bbox.x : posArr[posArr.length - 1]?.x || 10,
  428. y: _canvasDomHeight - frequencyLineData[index]
  429. })
  430. }
  431. return posArr
  432. }, [])
  433. // 最后一个音符延长(这里建立一个虚拟的音符延长)
  434. const extendPoint = {
  435. ...pointsPos[pointsPos.length - 1]
  436. }
  437. extendPoint.MeasureNumberXML += 100 // 防止MeasureNumberXML重复
  438. extendPoint.noteId += 100 // 防止noteId重复
  439. // 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
  440. extendPoint.x = Math.max(smoothAnimationState.canvasDomWith - 34 * state.zoom - 20, extendPoint.x + 10)
  441. pointsPos.push(extendPoint)
  442. return pointsPos
  443. }
  444. // 数据平滑算法
  445. function quantileScale(data: number[], minRange = 0, maxRange = _canvasDomHeight) {
  446. const sortedData = [...data].sort((a, b) => a - b)
  447. return data.map(value => {
  448. const rank = sortedData.indexOf(value) / (sortedData.length - 1)
  449. const scaledValue = rank * (maxRange - minRange) + minRange
  450. return Math.max(minRange, Math.min(scaledValue, maxRange))
  451. })
  452. }
  453. /**
  454. * 使用传入的曲线的顶点坐标创建平滑曲线的顶点。
  455. * @param {Array} points 曲线顶点坐标数组,
  456. * @param {Int} numberOfSegments 平滑曲线 2 个顶点间的线段数
  457. * @return {Array} 平滑曲线的顶点坐标数组
  458. */
  459. function createSmoothCurvePoints(points: pointsPosType, numSegments: number) {
  460. if (points.length <= 2) {
  461. return points
  462. }
  463. const curvePoints = []
  464. for (let i = 0; i < points.length - 1; i++) {
  465. const p0 = i > 0 ? points[i - 1] : points[i]
  466. const p1 = points[i]
  467. const p2 = points[i + 1]
  468. const p3 = i !== points.length - 2 ? points[i + 2] : points[i + 1]
  469. for (let j = 0; j < numSegments; j++) {
  470. const t = j / numSegments
  471. const t2 = t * t
  472. const t3 = t2 * t
  473. 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)
  474. 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)
  475. curvePoints.push({ x, y, MeasureNumberXML: p1.MeasureNumberXML, noteId: p1.noteId })
  476. }
  477. }
  478. return curvePoints
  479. }
  480. /** 初始化一条完整的旋律线dom */
  481. function initCanvasSmooth() {
  482. const smoothDom = document.createElement("canvas")
  483. smoothDom.width = smoothAnimationState.canvasDomWith
  484. smoothDom.height = smoothAnimationState.canvasDomHeight
  485. const smoothDomCtx = smoothDom.getContext("2d")!
  486. smoothDomCtx.imageSmoothingEnabled = true
  487. smoothDomCtx.lineCap = "round"
  488. smoothDomCtx.lineJoin = "round"
  489. // 根据坐标花线
  490. const defaultColor = state.isCbsView ? "rgba(0,0,0,0.1)" : "#BDBDBD";
  491. drawLines(smoothDomCtx, smoothAnimationState.pointsPos, defaultColor)
  492. smoothAnimationState.canvasSmoothDom = smoothDom
  493. }
  494. /**
  495. * 根据进度画线
  496. */
  497. function drawSmoothCurveProgress(context: CanvasRenderingContext2D, pointsPos: pointsPosType, color: string) {
  498. context.clearRect(0, 0, smoothAnimationState.canvasDomWith, smoothAnimationState.canvasDomHeight)
  499. smoothAnimationState.canvasSmoothDom && context.drawImage(smoothAnimationState.canvasSmoothDom, 0, 0)
  500. drawLines(context, pointsPos, color)
  501. }
  502. /**
  503. * 根据坐标划线
  504. */
  505. function drawLines(context: CanvasRenderingContext2D, pointsPos: pointsPosType, color: string) {
  506. if (pointsPos.length === 0) return
  507. context.lineWidth = 2
  508. context.strokeStyle = color
  509. context.beginPath()
  510. // 记录上一个实际绘制的点
  511. let lastDrawnPoint = pointsPos[0]
  512. context.moveTo(lastDrawnPoint.x, lastDrawnPoint.y)
  513. for (let i = 1; i < pointsPos.length; i++) {
  514. const currPoint = pointsPos[i]
  515. const distance = Math.hypot(currPoint.x - lastDrawnPoint.x, currPoint.y - lastDrawnPoint.y)
  516. // 如果两个点之间的距离大于阈值,才进行绘制
  517. if (distance > 2) {
  518. context.lineTo(currPoint.x, currPoint.y)
  519. lastDrawnPoint = currPoint // 更新上一个实际绘制的点
  520. }
  521. }
  522. context.stroke()
  523. }