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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 }[]
- type smoothAnimationType = {
- isShow: Ref<boolean>
- canvasDom: null | HTMLCanvasElement
- canvasCtx: null | undefined | CanvasRenderingContext2D
- canvasDomWith: number
- canvasDomHeight: number
- smoothAnimationBoxDom: null | HTMLElement
- smoothBotDom: null | HTMLElement
- osmdCanvasPageDom: null | HTMLElement
- osdmScrollDom: null | HTMLElement
- osdmScrollDomWith: number
- osdmScrollDomOffsetWidth: number
- selectionBoxDom: null | HTMLElement
- pointsPos: pointsPosType
- translateXNum: number
- aveSpeed: number
- }
- const _numberOfSegments = 58 // 中间切割线的个数
- export const smoothAnimationState = {
- isShow: ref(false), // 是否显示
- canvasDom: null,
- canvasCtx: null,
- canvasDomWith: 0,
- canvasDomHeight: 80,
- smoothAnimationBoxDom: null,
- smoothBotDom: null,
- osmdCanvasPageDom: null,
- osdmScrollDom: null,
- osdmScrollDomWith: 0,
- osdmScrollDomOffsetWidth: 0,
- selectionBoxDom: null,
- pointsPos: [], // 计算之后的点坐标数组
- 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
- } 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()
- console.log(batePos, "batePos")
- smoothAnimationState.pointsPos = createSmoothCurvePoints(batePos, undefined, undefined, _numberOfSegments)
- // 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 = true)
- // 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")
- }
- /**
- * 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: 80,
- smoothAnimationBoxDom: null,
- smoothBotDom: null,
- osmdCanvasPageDom: null,
- osdmScrollDom: null,
- osdmScrollDomWith: 0,
- osdmScrollDomOffsetWidth: 0,
- selectionBoxDom: null,
- pointsPos: [],
- translateXNum: 0,
- aveSpeed: 0
- })
- }
- /**
- * 根据播放时间进度移动处理
- */
- export function moveSmoothAnimationByPlayTime(time?: number) {
- // 暂停之后不进行移动了
- if (state.playState === "paused") {
- return
- }
- const currentTime = time || getAudioCurrentTime()
- 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
- let nextIndex = state.activeNoteIndex + 1
- let nextBBox = state.times[nextIndex]?.bbox
- while (!nextBBox && nextIndex < state.times.length) {
- nextIndex += 1
- nextBBox = state.times[nextIndex]?.bbox
- }
- // 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
- // 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
- // }
- // 计算 下一个音符index 在pointsPos 中的距离
- const nextPointsIndex = (activeIndex + 1) * (_numberOfSegments + 1) - 1
- // 百分比转为当前的index 距离个数
- const progressCalcIndex = Math.round(progress * _numberOfSegments)
- // // 当前的index
- let nowIndex = nextPointsIndex - _numberOfSegments + progressCalcIndex
- const nowPointsPos = smoothAnimationState.pointsPos[nowIndex]
- smoothAnimationState.canvasCtx?.clearRect(0, 0, smoothAnimationState.canvasDomWith, smoothAnimationState.canvasDomHeight)
- // 移动
- smoothAnimationMove(
- {
- x: nowPointsPos.x - 18,
- y: nowPointsPos.y - 23
- },
- smoothAnimationState.pointsPos,
- 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)
- }
- /**
- * 谱面移动逻辑
- */
- function move_osmd(nowPointsPos: pointsPosType[0]) {
- const speed = 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.osdmScrollDomOffsetWidth
- right -= smoothAnimationState.osdmScrollDomOffsetWidth
- 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 maxTranslateXNum =
- smoothAnimationState.canvasDomWith - smoothAnimationState.osdmScrollDomWith - (smoothAnimationState.osdmScrollDom?.scrollLeft || 0)
- if (smoothAnimationState.translateXNum > maxTranslateXNum) {
- smoothAnimationState.translateXNum = maxTranslateXNum
- }
- moveTranslateXNum(smoothAnimationState.translateXNum)
- }
- /**
- * 根据 translateXNum 滚动到位置
- */
- export function moveTranslateXNum(translateXNum: number) {
- smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transform = `translateX(-${translateXNum}px)`)
- smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transform = `translateX(-${translateXNum}px)`)
- }
- /**
- * 进度条和块移动方法
- */
- function smoothAnimationMove(pos: { x: number; y: number }, pointsPos: pointsPosType, progresspointsPos?: pointsPosType) {
- smoothAnimationState.smoothBotDom && (smoothAnimationState.smoothBotDom.style.transform = `translate(${pos.x}px, ${pos.y}px)`)
- smoothAnimationState.canvasCtx && drawSmoothCurve(smoothAnimationState.canvasCtx, pointsPos, progresspointsPos)
- }
- /**
- * 计算视口宽度
- */
- export function calcClientWidth() {
- smoothAnimationState.osdmScrollDomWith = smoothAnimationState.osdmScrollDom?.offsetWidth || 0
- smoothAnimationState.osdmScrollDomOffsetWidth = smoothAnimationState.osdmScrollDom?.offsetLeft || 0
- }
- /**
- * 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
- // selectionBox
- setTimeout(() => {
- const selectionBoxDom = document.querySelector("#selectionBox") as HTMLElement
- smoothAnimationState.selectionBoxDom = selectionBoxDom
- }, 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
- smoothAnimationState.canvasCtx = smoothCanvasDom.getContext("2d")
- // 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)
- }
- /**
- * 根据音符获取坐标
- */
- function getPointsPosByBatePos(): pointsPosType {
- let totalAvInde = 0
- // 取平均值
- const totalAv =
- state.times.reduce((total, item) => {
- if (item.frequency !== -1) {
- // -1 为休止符
- total += item.frequency
- totalAvInde++
- }
- return total
- }, 0) / totalAvInde
- const pointsPos = state.times.reduce((posArr: any[], item) => {
- // 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
- if (item.bbox) {
- posArr.push({
- MeasureNumberXML: item.MeasureNumberXML,
- x: item.bbox.x,
- // 当为休止符的时候 取最下面的位置*0.9,确保能显示完整
- y:
- smoothAnimationState.canvasDomHeight / 2 -
- ((((item.frequency === -1 ? 2 * totalAv * 0.1 : item.frequency) - totalAv) / totalAv) * smoothAnimationState.canvasDomHeight) / 2
- })
- }
- 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++
- // 当总长度减30小于最后一个音符时候,取最后一个音符加15
- extendPoint.x = smoothAnimationState.canvasDomWith - 30 > extendPoint.x ? smoothAnimationState.canvasDomWith - 30 : extendPoint.x + 15
- pointsPos.push(extendPoint)
- return pointsPos
- }
- /**
- * 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 {Float} tension 密集程度,默认为 0.5
- * @param {Boolean} closed 是否创建闭合曲线,默认为 false
- * @param {Int} numberOfSegments 平滑曲线 2 个顶点间的线段数,默认为 20
- * @return {Array} 平滑曲线的顶点坐标数组
- */
- function createSmoothCurvePoints(pointsPos: pointsPosType, tension?: number, closed?: boolean, numberOfSegments?: number) {
- if (pointsPos.length <= 2) {
- return pointsPos
- }
- tension = tension ? tension : 0.5
- closed = closed ? true : false
- numberOfSegments = numberOfSegments ? numberOfSegments : 20
- let ps = pointsPos.slice(0),
- result = [],
- x,
- y,
- t1x,
- t2x,
- t1y,
- t2y,
- c1,
- c2,
- c3,
- c4,
- st,
- t,
- i
- if (closed) {
- ps.unshift(pointsPos[pointsPos.length - 1])
- ps.unshift(pointsPos[pointsPos.length - 1])
- ps.push(pointsPos[0])
- } else {
- ps.unshift(pointsPos[0])
- ps.push(pointsPos[pointsPos.length - 1])
- }
- for (i = 1; i < ps.length - 2; i += 1) {
- //console.log(ps[i + 1].MeasureNumberXML, ps[i - 1].MeasureNumberXML, ps[i + 2].MeasureNumberXML, ps[i].MeasureNumberXML)
- t1x = (ps[i + 1].x - ps[i - 1].x) * tension
- t2x = (ps[i + 2].x - ps[i].x) * tension
- t1y = (ps[i + 1].y - ps[i - 1].y) * tension
- t2y = (ps[i + 2].y - ps[i].y) * tension
- // 当中途出现反复 刚开始反复时候 53 52 22 52 (22)中途值会变小 这里强行拉大 防止算法平均值出现很大偏差
- if (ps[i + 1].MeasureNumberXML - ps[i + 2].MeasureNumberXML > 1) {
- const nowNumberXML = ps[i + 1].MeasureNumberXML + 1
- //在当前值的情况下 向前一位
- let index = ps.findIndex(item => {
- return nowNumberXML === item.MeasureNumberXML
- })
- // 查询不到index时候取当前值
- index === -1 && (index = i + 1)
- t2x = (ps[index].x - ps[i].x) * tension
- }
- // 当中途出现反复 结束反复时候 22 53 22 22 (53)中途值会变大 这里强行缩小 防止算法平均值出现很大偏差
- if (ps[i - 1].MeasureNumberXML - ps[i].MeasureNumberXML > 1) {
- //在当前值的情况下 向后一位
- const nowNumberXML = ps[i].MeasureNumberXML - 1
- let index = ps.findIndex((item, index) => {
- return nowNumberXML === item.MeasureNumberXML && nowNumberXML !== ps[index + 1]?.MeasureNumberXML
- })
- // 查询不到index时候取当前值
- index === -1 && (index = i)
- t1x = (ps[i + 1].x - ps[index].x) * tension
- }
- // 当中途出现跳房子 刚开始跳房子时候 35 35 54 35 (54)中途值会变大 这里强行缩小 防止算法平均值出现很大偏差
- if (ps[i + 1].MeasureNumberXML - ps[i + 2].MeasureNumberXML < -1) {
- const nowNumberXML = ps[i + 1].MeasureNumberXML + 1
- //在当前值的情况下 向前一位
- let index = ps.findIndex(item => {
- return nowNumberXML === item.MeasureNumberXML
- })
- // 查询不到index时候取当前值
- index === -1 && (index = i + 1)
- t2x = (ps[index].x - ps[i].x) * tension
- }
- // 当中途出现跳房子 结束跳房子时候 54 35 54 54 (35)中途值会变小 这里强行拉大 防止算法平均值出现很大偏差
- if (ps[i - 1].MeasureNumberXML - ps[i].MeasureNumberXML < -1) {
- const nowNumberXML = ps[i].MeasureNumberXML - 1
- let index = ps.findIndex((item, index) => {
- return nowNumberXML === item.MeasureNumberXML && nowNumberXML !== ps[index + 1]?.MeasureNumberXML
- })
- // 查询不到index时候取当前值
- index === -1 && (index = i)
- t1x = (ps[i + 1].x - ps[index].x) * tension
- }
- const nowMeasureNumberXML = pointsPos[i - 1].MeasureNumberXML
- const nextMeasureNumberXML = pointsPos[i].MeasureNumberXML
- for (t = 0; t <= numberOfSegments; t++) {
- // 小于1时候是反复 大于1是跳房子 不画曲线 停留
- if (nextMeasureNumberXML - nowMeasureNumberXML < 0 || nextMeasureNumberXML - nowMeasureNumberXML > 1) {
- //console.log(x, y)
- result.push({
- x: x as number,
- y: y as number,
- MeasureNumberXML: nowMeasureNumberXML
- })
- continue
- }
- st = t / numberOfSegments
- c1 = 2 * Math.pow(st, 3) - 3 * Math.pow(st, 2) + 1
- c2 = -(2 * Math.pow(st, 3)) + 3 * Math.pow(st, 2)
- c3 = Math.pow(st, 3) - 2 * Math.pow(st, 2) + st
- c4 = Math.pow(st, 3) - Math.pow(st, 2)
- x = c1 * ps[i].x + c2 * ps[i + 1].x + c3 * t1x + c4 * t2x
- y = c1 * ps[i].y + c2 * ps[i + 1].y + c3 * t1y + c4 * t2y
- //console.log(x, y)
- result.push({
- x,
- y,
- MeasureNumberXML: t === numberOfSegments ? nextMeasureNumberXML : nowMeasureNumberXML
- })
- }
- }
- return result
- }
- /**
- * 根据坐标划线
- */
- function drawSmoothCurve(context: CanvasRenderingContext2D, pointsPos: pointsPosType, progresspointsPos?: pointsPosType) {
- context.lineWidth = 2
- context.lineJoin = 'round';// 优化锯齿
- context.lineCap = 'round'; // 优化锯齿
- context.strokeStyle = "rgba(255,255,255,0.6)"
- drawLines(context, pointsPos)
- if (progresspointsPos?.length) {
- context.strokeStyle = "#FFC121"
- drawLines(context, progresspointsPos)
- }
- }
- function drawLines(context: CanvasRenderingContext2D, points: pointsPosType) {
- context.beginPath()
- context.moveTo(points[0].x, points[0].y)
- for (let i = 1; i < points.length - 1; i++) {
- if (Math.abs(points[i].MeasureNumberXML - points[i - 1].MeasureNumberXML) > 1) {
- // 取消反复和跳房子连线
- context.stroke()
- context.beginPath()
- context.moveTo(points[i + 1].x, points[i + 1].y)
- continue
- }
- context.lineTo(points[i].x, points[i].y)
- }
- context.stroke()
- }
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