844 lines
24 KiB
TypeScript
844 lines
24 KiB
TypeScript
import { gsap } from 'gsap'
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/**
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* 画布动画管理器
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* 负责处理画布平移、缩放等动画效果
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*/
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export class AnimationManager {
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/**
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* 创建动画管理器
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* @param {fabric.Canvas} canvas fabric.js画布实例
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* @param {Object} options 配置选项
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*/
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constructor(canvas, options = {}) {
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this.canvas = canvas
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this.currentZoom = options.currentZoom || { value: 100 }
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// 动画相关属性
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this._zoomAnimation = null
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this._panAnimation = null
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this._lastWheelTime = 0
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this._lastWheelProcessTime = 0 // 上次处理wheel事件的时间
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this._wheelEvents = []
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// 检测设备类型,Mac设备使用更短的节流时间确保响应性
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this._isMac = navigator.platform.toUpperCase().indexOf('MAC') >= 0
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this._wheelThrottleTime = this._isMac
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? options.wheelThrottleTime || 8 // Mac设备使用更短的节流时间
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: options.wheelThrottleTime || 30
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this._accumulatedWheelDelta = 0 // 累积滚轮增量
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this._wheelAccumulationTimeout = null // 滚轮累积超时
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// Mac设备使用更短的累积时间窗口,确保及时响应
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this._wheelAccumulationTime = this._isMac ? 60 : 120 // 滚轮累积时间窗口(毫秒)
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// 添加新的状态跟踪变量
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this._wasPanning = false // 是否有平移动画正在进行
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this._wasZooming = false // 是否有缩放动画正在进行
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this._combinedAnimation = null // 组合动画引用
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// Mac特有的动画优化变量 - 使用最小防抖机制
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if (this._isMac) {
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this._lastMacAnimationTime = 0 // 上次Mac动画时间
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this._macAnimationCooldown = 2 // 最小的动画冷却时间,确保最大响应性
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}
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// 初始化GSAP默认配置
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gsap.defaults({
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ease: options.defaultEase || (this._isMac ? 'power2.out' : 'power2.out'), // Mac使用简单高效的缓动
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duration: options.defaultDuration || (this._isMac ? 0.3 : 0.3), // Mac使用标准持续时间
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overwrite: 'auto' // 自动覆盖同一对象上的动画
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})
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}
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/**
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* 使用 GSAP 实现平滑缩放动画
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* @param {Object} point 缩放中心点 {x, y}
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* @param {Number} targetZoom 目标缩放值
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* @param {Object} options 动画选项
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*/
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animateZoom(point, targetZoom, options = {}) {
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if (!this.canvas) return
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// 限制缩放范围
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targetZoom = Math.min(Math.max(targetZoom, 0.1), 20)
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// 当前缩放值
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const currentZoom = this.canvas.getZoom()
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// 如果变化太小,直接应用缩放
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if (Math.abs(targetZoom - currentZoom) < 0.01) {
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this._applyZoom(point, targetZoom)
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return
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}
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// 停止任何进行中的缩放动画
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if (this._zoomAnimation) {
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// 不是直接 kill,而是获取当前进度值作为新的起点
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const currentProgress = this._zoomAnimation.progress()
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const currentZoomValue = this._zoomAnimation.targets()[0].value
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this._zoomAnimation.kill()
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this._zoomAnimation = null
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// 从当前过渡中的值开始新动画,而不是从最初的值
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const zoomObj = { value: currentZoomValue }
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const currentVpt = [...this.canvas.viewportTransform]
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// 计算过渡动画持续时间 - 根据当前值到目标值的距离比例
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const progressRatio =
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Math.abs(targetZoom - currentZoomValue) / Math.abs(targetZoom - currentZoom)
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const duration = options.duration || 0.3 * progressRatio
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// 计算缩放后目标位置需要的修正,保持缩放点不变
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const animOptions = {
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value: targetZoom,
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duration: duration,
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ease: options.ease || 'power2.out',
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onUpdate: () => {
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// 更新缩放值显示
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this.currentZoom.value = Math.round(zoomObj.value * 100)
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// 计算过渡中的变换矩阵
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const zoom = zoomObj.value
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const scale = zoom / currentZoomValue
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const currentScaleFactor = scale
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// 应用变换
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const vpt = this.canvas.viewportTransform
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vpt[0] = currentVpt[0] * scale
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vpt[3] = currentVpt[3] * scale
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// 应用平移修正以保持缩放点
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const adjustX = (1 - currentScaleFactor) * point.x
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const adjustY = (1 - currentScaleFactor) * point.y
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vpt[4] = currentVpt[4] * scale + adjustX
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vpt[5] = currentVpt[5] * scale + adjustY
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this.canvas.renderAll()
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},
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onComplete: () => {
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this._zoomAnimation = null
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// 确保最终状态准确
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this._applyZoom(point, targetZoom, true)
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}
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}
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// 启动 GSAP 动画
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this._zoomAnimation = gsap.to(zoomObj, animOptions)
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return
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}
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// 如果没有正在进行的动画,创建新的缩放动画
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const zoomObj = { value: currentZoom }
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const currentVpt = [...this.canvas.viewportTransform]
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// 计算缩放后目标位置需要的修正,保持缩放点不变
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const scaleFactor = targetZoom / currentZoom
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const invertedScaleFactor = 1 / scaleFactor
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// 这个数学公式确保缩放点在屏幕上的位置保持不变
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const dx = point.x - point.x * invertedScaleFactor
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const dy = point.y - point.y * invertedScaleFactor
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// 创建动画配置
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const animOptions = {
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value: targetZoom,
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duration: options.duration || 0.3,
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ease: options.ease || (this._isMac ? 'expo.out' : 'power2.out'), // Mac使用更平滑的缓动
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onUpdate: () => {
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// 更新缩放值显示
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this.currentZoom.value = Math.round(zoomObj.value * 100)
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// 计算过渡中的变换矩阵
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const zoom = zoomObj.value
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const scale = zoom / currentZoom
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const currentScaleFactor = scale
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// 应用变换
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const vpt = this.canvas.viewportTransform
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vpt[0] = currentVpt[0] * scale
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vpt[3] = currentVpt[3] * scale
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// 应用平移修正以保持缩放点
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const adjustX = (1 - currentScaleFactor) * point.x
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const adjustY = (1 - currentScaleFactor) * point.y
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vpt[4] = currentVpt[4] * scale + adjustX
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vpt[5] = currentVpt[5] * scale + adjustY
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this.canvas.renderAll()
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},
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onComplete: () => {
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this._zoomAnimation = null
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// 确保最终状态准确
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this._applyZoom(point, targetZoom, true)
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}
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}
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// 启动 GSAP 动画
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this._zoomAnimation = gsap.to(zoomObj, animOptions)
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}
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/**
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* 应用缩放(内部使用)
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* @private
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*/
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_applyZoom(point, zoom, skipUpdate = false) {
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if (!skipUpdate) {
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this.currentZoom.value = Math.round(zoom * 100)
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}
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this.canvas.zoomToPoint(point, zoom)
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}
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/**
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* 使用 GSAP 实现平滑平移动画
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* @param {Object} targetPosition 目标位置 {x, y}
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* @param {Object} options 动画选项
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*/
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animatePan(targetPosition, options = {}) {
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if (!this.canvas) return
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// 停止任何进行中的平移动画
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if (this._panAnimation) {
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this._panAnimation.kill()
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}
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const currentVpt = [...this.canvas.viewportTransform]
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const position = {
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x: -currentVpt[4],
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y: -currentVpt[5]
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}
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// 计算平移距离
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const dx = targetPosition.x - position.x
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const dy = targetPosition.y - position.y
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// 如果距离太小,直接应用平移
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if (Math.abs(dx) < 1 && Math.abs(dy) < 1) {
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this._applyPan(targetPosition.x, targetPosition.y)
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return
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}
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// 创建动画配置
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const animOptions = {
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x: targetPosition.x,
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y: targetPosition.y,
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duration: options.duration || 0.3,
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ease: options.ease || (this._isMac ? 'circ.out' : 'power2.out'), // Mac使用更柔和的缓动
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onUpdate: () => {
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this._applyPan(position.x, position.y)
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},
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onComplete: () => {
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this._panAnimation = null
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// 确保最终位置准确
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this._applyPan(targetPosition.x, targetPosition.y)
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}
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}
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// 启动 GSAP 动画
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this._panAnimation = gsap.to(position, animOptions)
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}
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/**
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* 应用平移(内部使用)
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* @private
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*/
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_applyPan(x, y) {
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if (!this.canvas) return
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const vpt = this.canvas.viewportTransform
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vpt[4] = -x
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vpt[5] = -y
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this.canvas.renderAll()
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}
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/**
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* 使用动画平移到指定元素
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* @param {Object} elementId 元素ID
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*/
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panToElement(elementId) {
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if (!this.canvas) return
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const obj = this.canvas.getObjects().find((obj) => obj.id === elementId)
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if (!obj) return
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const zoom = this.canvas.getZoom()
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const center = obj.getCenterPoint()
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// 计算目标中心位置
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const targetX = center.x * zoom - this.canvas.width / 2
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const targetY = center.y * zoom - this.canvas.height / 2
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// 动画平移
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this.animatePan(
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{ x: targetX, y: targetY },
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{
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duration: 0.6,
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ease: this._isMac ? 'back.out(0.3)' : 'power3.out' // Mac使用轻微回弹效果
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}
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)
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}
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/**
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* 重置缩放(带平滑动画)
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* @param {Boolean} animated 是否使用动画
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*/
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async resetZoom(animated = true) {
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return new Promise((resolve) => {
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if (animated) {
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// 停止任何进行中的动画
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if (this._zoomAnimation) {
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this._zoomAnimation.kill()
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}
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if (this._panAnimation) {
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this._panAnimation.kill()
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}
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const center = {
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x: this.canvas.width / 2,
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y: this.canvas.height / 2
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}
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// 获取当前变换矩阵
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const currentVpt = [...this.canvas.viewportTransform]
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const currentZoom = this.canvas.getZoom()
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// 创建一个对象来动画整个视图变换
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const viewTransform = {
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zoom: currentZoom,
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panX: currentVpt[4],
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panY: currentVpt[5]
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}
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// 使用GSAP同时动画缩放和平移
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gsap.to(viewTransform, {
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zoom: 1,
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panX: 0,
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panY: 0,
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duration: 0.5,
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ease: this._isMac ? 'back.out(0.2)' : 'power3.out', // Mac使用轻微回弹效果
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onUpdate: () => {
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// 更新缩放显示值
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this.currentZoom.value = Math.round(viewTransform.zoom * 100)
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// 应用新的变换
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const vpt = this.canvas.viewportTransform
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vpt[0] = viewTransform.zoom
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vpt[3] = viewTransform.zoom
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vpt[4] = viewTransform.panX
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vpt[5] = viewTransform.panY
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this.canvas.renderAll()
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},
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onComplete: () => {
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// 确保最终状态准确
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this.canvas.setViewportTransform([1, 0, 0, 1, 0, 0])
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this.currentZoom.value = 100
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this._zoomAnimation = null
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this._panAnimation = null
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resolve()
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}
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})
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} else {
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this.canvas.setViewportTransform([1, 0, 0, 1, 0, 0])
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this.currentZoom.value = 100
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resolve()
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}
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})
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}
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/**
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* 处理鼠标滚轮缩放
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* @param {Object} opt 事件对象
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*/
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handleMouseWheel(opt) {
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const now = Date.now()
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let delta = opt.e.deltaY
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// 记录事件用于计算速度和惯性
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this._wheelEvents.push({
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delta: delta,
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point: { x: opt.e.offsetX, y: opt.e.offsetY },
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time: now,
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hasPanAnimation: this._wasPanning,
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hasZoomAnimation: this._wasZooming
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})
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// 保留最近的事件记录
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if (this._wheelEvents.length > 10) {
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this._wheelEvents.shift()
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}
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// 检查是否是第一个事件或者距离上次处理已经过了足够时间
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const isFirstEvent = !this._wheelAccumulationTimeout
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const timeSinceLastProcess = now - (this._lastWheelProcessTime || 0)
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if (isFirstEvent || timeSinceLastProcess > this._wheelAccumulationTime) {
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// 立即处理第一个事件或长时间没有处理的事件,确保响应性
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this._processAccumulatedWheel(opt)
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this._lastWheelProcessTime = now
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// 清理之前的累积
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this._accumulatedWheelDelta = 0
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// 如果有pending的timeout,清除它
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if (this._wheelAccumulationTimeout) {
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clearTimeout(this._wheelAccumulationTimeout)
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this._wheelAccumulationTimeout = null
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}
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} else {
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// 累积后续事件
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this._accumulatedWheelDelta += delta
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// 如果正在累积中,清除之前的定时器
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if (this._wheelAccumulationTimeout) {
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clearTimeout(this._wheelAccumulationTimeout)
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}
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// 设置新的定时器,处理累积的事件
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this._wheelAccumulationTimeout = setTimeout(() => {
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this._processAccumulatedWheel(opt)
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this._lastWheelProcessTime = Date.now()
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// 清理
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this._accumulatedWheelDelta = 0
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this._wheelAccumulationTimeout = null
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}, this._wheelThrottleTime)
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}
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opt.e.preventDefault()
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opt.e.stopPropagation()
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}
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/**
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* 处理累积的滚轮事件并应用缩放
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* @private
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* @param {Object} lastOpt 最后一个滚轮事件
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*/
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_processAccumulatedWheel(lastOpt) {
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if (!this._wheelEvents.length) return
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const now = Date.now()
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// Mac设备的轻量防抖检查 - 进一步减少冷却时间,确保响应性
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if (this._isMac && now - this._lastMacAnimationTime < this._macAnimationCooldown) {
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// 如果距离上次动画时间太短,只延迟很短时间,不阻塞太久
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if (this._wheelAccumulationTimeout) {
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clearTimeout(this._wheelAccumulationTimeout)
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}
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this._wheelAccumulationTimeout = setTimeout(() => {
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this._processAccumulatedWheel(lastOpt)
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}, Math.min(this._macAnimationCooldown, 3)) // 最多延迟3ms
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return
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}
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const currentZoom = this.canvas.getZoom()
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// 分析滚轮事件模式,计算平均增量、速度和加速度
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let sumDelta = 0
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let count = 0
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let earliestTime = now
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let latestTime = 0
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let point = {
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x: lastOpt.e.offsetX,
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y: lastOpt.e.offsetY
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}
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// 判断是否在事件收集期间有平移或缩放动画
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let hadPanAnimation = false
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let hadZoomAnimation = false
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// 计算平均增量和速度
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this._wheelEvents.forEach((event) => {
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sumDelta += event.delta
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count++
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earliestTime = Math.min(earliestTime, event.time)
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latestTime = Math.max(latestTime, event.time)
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// 使用最后记录的点作为缩放中心
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if (event.time > latestTime) {
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point = event.point
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}
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// 检查是否有动画状态
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if (event.hasPanAnimation) hadPanAnimation = true
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if (event.hasZoomAnimation) hadZoomAnimation = true
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})
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// 计算平均增量
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const avgDelta = sumDelta / count
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// 计算滚动速度 - 基于事件频率和时间跨度
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const timeSpan = latestTime - earliestTime + 1 // 避免除以零
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const eventsPerSecond = (count / timeSpan) * 1000
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// 速度系数: 速度越快,缩放越敏感
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let speedFactor = Math.min(3, Math.max(0.5, eventsPerSecond / 10))
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// 计算缩放因子,应用速度系数
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// 针对Mac设备优化:Mac触控板的deltaY值通常较小,需要适度增加敏感度
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let zoomFactorBase = 0.999
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if (this._isMac) {
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// Mac设备的触控板需要适度的敏感度,避免过度反应
|
||
zoomFactorBase = 0.995 // 适度降低基数,增加缩放敏感度
|
||
|
||
// 检测是否为触控板滚动(小幅度、高频次的特征)
|
||
const avgAbsDelta = Math.abs(avgDelta)
|
||
if (avgAbsDelta < 50 && count > 2) {
|
||
// 触控板滚动,适度增加敏感度
|
||
speedFactor *= 1.6 // 适度增加敏感度倍数
|
||
zoomFactorBase = 0.993 // 进一步调整基数
|
||
}
|
||
}
|
||
|
||
const zoomFactor = zoomFactorBase ** (avgDelta * speedFactor)
|
||
let targetZoom = currentZoom * zoomFactor
|
||
|
||
// 限制缩放范围
|
||
targetZoom = Math.min(Math.max(targetZoom, 0.1), 20)
|
||
|
||
// 根据滚动速度和缩放幅度计算动画持续时间
|
||
// 速度快时缩短动画时间,缩放幅度大时延长动画时间
|
||
const zoomRatio = Math.abs(targetZoom - currentZoom) / currentZoom
|
||
|
||
let duration
|
||
if (this._isMac) {
|
||
// Mac设备使用平衡的动画时间控制
|
||
if (speedFactor > 2) {
|
||
// 快速操作:快速但平滑
|
||
duration = Math.min(
|
||
0.18,
|
||
Math.max(0.08, (zoomRatio * 0.3) / Math.sqrt(speedFactor))
|
||
)
|
||
} else if (speedFactor > 1.2) {
|
||
// 中等速度:标准响应
|
||
duration = Math.min(0.25, Math.max(0.1, (zoomRatio * 0.4) / Math.sqrt(speedFactor)))
|
||
} else {
|
||
// 慢速精确操作:确保平滑
|
||
duration = Math.min(0.3, Math.max(0.12, (zoomRatio * 0.5) / Math.sqrt(speedFactor)))
|
||
}
|
||
} else {
|
||
duration = Math.min(0.5, Math.max(0.15, (zoomRatio * 0.8) / Math.sqrt(speedFactor)))
|
||
}
|
||
|
||
// 根据滚动速度选择不同的缓动效果
|
||
let easeType
|
||
if (this._isMac) {
|
||
// Mac设备使用更简单、性能更好的缓动函数
|
||
// 避免复杂的指数和回弹效果,减少计算量
|
||
if (speedFactor > 2) {
|
||
// 快速滚动:使用简单的缓出效果
|
||
easeType = 'power2.out'
|
||
} else if (speedFactor > 1.2) {
|
||
// 中等速度:使用平滑的缓出
|
||
easeType = 'power1.out'
|
||
} else {
|
||
// 慢速精确操作:使用线性过渡
|
||
easeType = 'power1.out'
|
||
}
|
||
} else {
|
||
// 非Mac设备保持原有的缓动
|
||
easeType = speedFactor > 1.5 ? 'power1.out' : 'power2.out'
|
||
}
|
||
|
||
// 根据是否有其他动画正在进行,选择合适的动画方法
|
||
if (hadPanAnimation || this._wasPanning) {
|
||
// 如果有平移动画,使用组合动画以保持平滑过渡
|
||
this.animateCombinedTransform(point, targetZoom, {
|
||
duration: duration,
|
||
ease: easeType
|
||
})
|
||
} else {
|
||
// 如果没有其他动画,使用标准缩放动画
|
||
this.animateZoom(point, targetZoom, {
|
||
duration: duration,
|
||
ease: easeType
|
||
})
|
||
}
|
||
|
||
// 更新Mac设备的最后动画时间
|
||
if (this._isMac) {
|
||
this._lastMacAnimationTime = now
|
||
}
|
||
|
||
// 清理事件记录
|
||
this._wheelEvents = []
|
||
}
|
||
|
||
/**
|
||
* 计算并应用拖动结束后的惯性效果
|
||
* @param {Array} positions 拖动过程中记录的位置数组
|
||
* @param {Boolean} isTouchDevice 是否是触摸设备
|
||
*/
|
||
applyInertiaEffect(positions, isTouchDevice) {
|
||
if (!positions || positions.length <= 1) return
|
||
|
||
const lastPos = positions[positions.length - 1]
|
||
const firstPos = positions[0]
|
||
const deltaTime = lastPos.time - firstPos.time
|
||
|
||
if (deltaTime <= 0) return
|
||
|
||
// 计算速度向量 (像素/毫秒)
|
||
const velocityX = (lastPos.x - firstPos.x) / deltaTime
|
||
const velocityY = (lastPos.y - firstPos.y) / deltaTime
|
||
const speed = Math.sqrt(velocityX * velocityX + velocityY * velocityY)
|
||
|
||
// 仅当速度足够大时应用惯性效果
|
||
if (speed > 0.2) {
|
||
// 计算惯性距离,基于速度和衰减因子
|
||
const decayFactor = 300 // 调整此值以改变惯性效果的强度
|
||
const inertiaDistanceX = velocityX * decayFactor
|
||
const inertiaDistanceY = velocityY * decayFactor
|
||
|
||
// 计算目标位置
|
||
const vpt = this.canvas.viewportTransform
|
||
const currentPos = {
|
||
x: -vpt[4],
|
||
y: -vpt[5]
|
||
}
|
||
|
||
const targetPos = {
|
||
x: currentPos.x - inertiaDistanceX,
|
||
y: currentPos.y - inertiaDistanceY
|
||
}
|
||
|
||
// 应用惯性动画,速度越大,动画时间越长
|
||
const animationDuration = Math.min(1.2, Math.max(0.6, speed * 2))
|
||
|
||
// 应用惯性动画
|
||
this.animatePan(targetPos, {
|
||
duration: animationDuration, // 动态计算持续时间
|
||
ease: this._isMac ? 'quart.out' : 'power3.out' // Mac使用更自然的减速效果
|
||
})
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 平滑过渡停止所有动画
|
||
* 用于在需要中断当前动画时提供更自然的过渡,而不是硬性中断
|
||
* @param {Object} options 过渡选项
|
||
*/
|
||
smoothStopAnimations(options = {}) {
|
||
const duration = options.duration || 0.15 // 默认短暂过渡时间
|
||
|
||
// 处理缩放动画
|
||
if (this._zoomAnimation) {
|
||
const zoomObj = this._zoomAnimation.targets()[0]
|
||
const currentZoom = this.canvas.getZoom()
|
||
|
||
// 创建短暂的过渡动画到当前值
|
||
gsap.to(zoomObj, {
|
||
value: currentZoom,
|
||
duration: duration,
|
||
ease: this._isMac ? 'circ.out' : 'power1.out', // Mac使用更平滑的缓动
|
||
onUpdate: () => {
|
||
this.currentZoom.value = Math.round(zoomObj.value * 100)
|
||
this.canvas.renderAll()
|
||
},
|
||
onComplete: () => {
|
||
if (this._zoomAnimation) {
|
||
this._zoomAnimation.kill()
|
||
this._zoomAnimation = null
|
||
}
|
||
}
|
||
})
|
||
}
|
||
|
||
// 处理平移动画
|
||
if (this._panAnimation) {
|
||
const panObj = this._panAnimation.targets()[0]
|
||
const vpt = this.canvas.viewportTransform
|
||
const currentPos = { x: -vpt[4], y: -vpt[5] }
|
||
|
||
// 创建短暂的过渡动画到当前位置
|
||
gsap.to(panObj, {
|
||
x: currentPos.x,
|
||
y: currentPos.y,
|
||
duration: duration,
|
||
ease: this._isMac ? 'circ.out' : 'power1.out', // Mac使用更平滑的缓动
|
||
onUpdate: () => {
|
||
this._applyPan(panObj.x, panObj.y)
|
||
},
|
||
onComplete: () => {
|
||
if (this._panAnimation) {
|
||
this._panAnimation.kill()
|
||
this._panAnimation = null
|
||
}
|
||
}
|
||
})
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 设置画布交互动画
|
||
* 为对象交互添加流畅的动画效果
|
||
*/
|
||
setupInteractionAnimations() {
|
||
if (!this.canvas) return
|
||
|
||
// 启用对象旋转的流畅动画
|
||
this._setupRotationAnimation()
|
||
}
|
||
|
||
/**
|
||
* 设置旋转动画
|
||
* @private
|
||
*/
|
||
_setupRotationAnimation() {
|
||
if (!fabric) return
|
||
|
||
// 保存原始旋转方法
|
||
const originalRotate = fabric.Object.prototype.rotate
|
||
const isMac = this._isMac // 保存Mac检测结果
|
||
|
||
// 覆盖旋转方法以添加动画
|
||
fabric.Object.prototype.rotate = function (angle) {
|
||
const currentAngle = this.angle || 0
|
||
|
||
if (Math.abs(angle - currentAngle) > 0.1) {
|
||
gsap.to(this, {
|
||
angle: angle,
|
||
duration: 0.3,
|
||
ease: isMac ? 'back.out(0.3)' : 'power2.out', // Mac使用轻微回弹
|
||
onUpdate: () => {
|
||
this.canvas && this.canvas.renderAll()
|
||
}
|
||
})
|
||
return this
|
||
}
|
||
|
||
// 如果角度差异很小,使用原始方法
|
||
return originalRotate.call(this, angle)
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 处理滚轮缩放,同时兼容正在进行的平移动画
|
||
* @param {Object} point 缩放中心点
|
||
* @param {Number} targetZoom 目标缩放值
|
||
* @param {Object} options 动画选项
|
||
*/
|
||
animateCombinedTransform(point, targetZoom, options = {}) {
|
||
if (!this.canvas) return
|
||
|
||
// 限制缩放范围
|
||
targetZoom = Math.min(Math.max(targetZoom, 0.1), 20)
|
||
|
||
// 当前状态
|
||
const currentZoom = this.canvas.getZoom()
|
||
const currentVpt = [...this.canvas.viewportTransform]
|
||
const currentPos = { x: -currentVpt[4], y: -currentVpt[5] }
|
||
|
||
// 如果有正在进行的动画,先停止它们
|
||
if (this._combinedAnimation) {
|
||
this._combinedAnimation.kill()
|
||
this._combinedAnimation = null
|
||
}
|
||
|
||
if (this._zoomAnimation) {
|
||
this._zoomAnimation.kill()
|
||
this._zoomAnimation = null
|
||
}
|
||
|
||
if (this._panAnimation) {
|
||
this._panAnimation.kill()
|
||
this._panAnimation = null
|
||
}
|
||
|
||
// 创建一个统一的变换对象来动画
|
||
const transform = {
|
||
zoom: currentZoom,
|
||
panX: currentVpt[4],
|
||
panY: currentVpt[5],
|
||
progress: 0 // 用于动画进度跟踪
|
||
}
|
||
|
||
// 获取平移目标位置(如果有的话)
|
||
let panTarget = { x: currentPos.x, y: currentPos.y }
|
||
if (this._wasPanning) {
|
||
// 如果之前有平移动画,尝试获取平移的目标位置
|
||
const vpt = this.canvas.viewportTransform
|
||
panTarget = {
|
||
x: currentPos.x,
|
||
y: currentPos.y
|
||
}
|
||
}
|
||
|
||
// 计算新的变换矩阵,同时考虑平移和缩放
|
||
const scaleFactor = targetZoom / currentZoom
|
||
|
||
// 创建动画
|
||
this._combinedAnimation = gsap.to(transform, {
|
||
zoom: targetZoom,
|
||
progress: 1,
|
||
duration: options.duration || 0.3,
|
||
ease: options.ease || (this._isMac ? 'expo.out' : 'power2.out'), // Mac使用更平滑的缓动
|
||
onUpdate: () => {
|
||
// 计算当前动画阶段的混合变换
|
||
const currentScaleFactor = transform.zoom / currentZoom
|
||
|
||
// 应用缩放
|
||
const vpt = this.canvas.viewportTransform
|
||
vpt[0] = currentVpt[0] * (transform.zoom / currentZoom)
|
||
vpt[3] = currentVpt[3] * (transform.zoom / currentZoom)
|
||
|
||
// 平滑混合平移和缩放调整
|
||
const adjustX = (1 - currentScaleFactor) * point.x
|
||
const adjustY = (1 - currentScaleFactor) * point.y
|
||
|
||
// 如果存在平移目标,进行插值
|
||
if (this._wasPanning) {
|
||
const t = transform.progress
|
||
const interpolatedX = currentPos.x * (1 - t) + panTarget.x * t
|
||
const interpolatedY = currentPos.y * (1 - t) + panTarget.y * t
|
||
|
||
// 结合缩放和平移的调整
|
||
vpt[4] = -interpolatedX * currentScaleFactor + adjustX
|
||
vpt[5] = -interpolatedY * currentScaleFactor + adjustY
|
||
} else {
|
||
// 只有缩放,保持中心点
|
||
vpt[4] = currentVpt[4] * currentScaleFactor + adjustX
|
||
vpt[5] = currentVpt[5] * currentScaleFactor + adjustY
|
||
}
|
||
|
||
// 更新缩放值显示
|
||
this.currentZoom.value = Math.round(transform.zoom * 100)
|
||
this.canvas.renderAll()
|
||
},
|
||
onComplete: () => {
|
||
this._combinedAnimation = null
|
||
this._zoomAnimation = null
|
||
this._panAnimation = null
|
||
this._wasPanning = false
|
||
this._wasZooming = false
|
||
|
||
// 确保最终状态准确
|
||
this._applyZoom(point, targetZoom, true)
|
||
}
|
||
})
|
||
}
|
||
|
||
/**
|
||
* 清理资源
|
||
*/
|
||
dispose() {
|
||
if (this._zoomAnimation) {
|
||
this._zoomAnimation.kill()
|
||
this._zoomAnimation = null
|
||
}
|
||
|
||
if (this._panAnimation) {
|
||
this._panAnimation.kill()
|
||
this._panAnimation = null
|
||
}
|
||
|
||
this._wheelEvents = []
|
||
this.canvas = null
|
||
this.currentZoom = null
|
||
}
|
||
}
|