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/**
* animations.jsx — 时间轴动画引擎
*
* Stage + Sprite 模式借鉴Remotion但轻量化。
*
* 导出(挂到 window.Animations
* - Stage: 整个动画容器,提供时间+控制
* - Sprite: 时间片段start/end内显示提供本地进度
* - useTime(): 读全局时间(秒)
* - useSprite(): 读本地进度 {t: 0→1, elapsed: seconds, duration: seconds}
* - Easing: {linear, easeIn, easeOut, easeInOut, spring, anticipation}
* - interpolate(t, [input0, input1], [output0, output1], easing?)
*
* 用法:
* <Stage duration={10}>
* <Sprite start={0} end={3}>
* <Title />
* </Sprite>
* <Sprite start={2} end={5}>
* <Subtitle />
* </Sprite>
* </Stage>
*
* 在Sprite子组件里用 useSprite() 读当前片段进度。
*/
(function() {
const { createContext, useContext, useState, useEffect, useRef, useCallback } = React;
const TimeContext = createContext({ time: 0, duration: 10, playing: false });
const SpriteContext = createContext(null);
const Easing = {
linear: t => t,
easeIn: t => t * t,
easeOut: t => 1 - (1 - t) * (1 - t),
easeInOut: t => t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2,
// expoOut: Anthropic-level 主 easing (cubic-bezier(0.16, 1, 0.3, 1))
// 迅速启动 + 缓慢刹车,给数字元素物理重量感
expoOut: t => t === 1 ? 1 : 1 - Math.pow(2, -10 * t),
// overshoot: 带弹性的 toggle/按钮弹出 (cubic-bezier(0.34, 1.56, 0.64, 1))
overshoot: t => {
const c1 = 1.70158, c3 = c1 + 1;
return 1 + c3 * Math.pow(t - 1, 3) + c1 * Math.pow(t - 1, 2);
},
spring: t => {
const c = (2 * Math.PI) / 3;
return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10 * t) * Math.sin((t * 10 - 0.75) * c) + 1;
},
anticipation: t => {
if (t < 0.2) return -0.3 * (t / 0.2) * (t / 0.2);
const adjusted = (t - 0.2) / 0.8;
return -0.012 + 1.012 * adjusted * adjusted * (3 - 2 * adjusted);
},
};
function interpolate(t, input, output, easing) {
const [inStart, inEnd] = input;
const [outStart, outEnd] = output;
if (t <= inStart) return outStart;
if (t >= inEnd) return outEnd;
let progress = (t - inStart) / (inEnd - inStart);
if (easing) {
progress = easing(progress);
}
return outStart + (outEnd - outStart) * progress;
}
function useTime() {
const ctx = useContext(TimeContext);
return ctx.time;
}
function useSprite() {
const sprite = useContext(SpriteContext);
if (!sprite) {
return { t: 0, elapsed: 0, duration: 0 };
}
return sprite;
}
const stageStyles = {
wrapper: {
position: 'fixed',
inset: 0,
background: '#000',
display: 'flex',
flexDirection: 'column',
fontFamily: '-apple-system, sans-serif',
},
stageHolder: {
flex: 1,
position: 'relative',
overflow: 'hidden',
},
canvas: {
position: 'absolute',
top: '50%',
left: '50%',
transformOrigin: 'center center',
background: '#111',
overflow: 'hidden',
},
controls: {
position: 'fixed',
bottom: 0,
left: 0,
right: 0,
background: 'rgba(0, 0, 0, 0.8)',
backdropFilter: 'blur(10px)',
padding: '12px 20px',
display: 'flex',
alignItems: 'center',
gap: 16,
color: '#fff',
fontSize: 12,
zIndex: 100,
},
button: {
background: 'none',
border: '1px solid rgba(255,255,255,0.3)',
color: '#fff',
padding: '6px 14px',
borderRadius: 4,
cursor: 'pointer',
fontSize: 12,
},
timeDisplay: {
fontFamily: 'ui-monospace, monospace',
fontVariantNumeric: 'tabular-nums',
minWidth: 90,
},
scrubber: {
flex: 1,
height: 4,
background: 'rgba(255,255,255,0.2)',
borderRadius: 2,
position: 'relative',
cursor: 'pointer',
},
scrubberFill: {
position: 'absolute',
top: 0,
left: 0,
height: '100%',
background: '#fff',
borderRadius: 2,
pointerEvents: 'none',
},
scrubberHandle: {
position: 'absolute',
top: '50%',
width: 12,
height: 12,
background: '#fff',
borderRadius: '50%',
transform: 'translate(-50%, -50%)',
pointerEvents: 'none',
},
};
function Stage({ duration = 10, width = 1920, height = 1080, fps = 60, loop = true, children, bgColor = '#fff' }) {
const [time, setTime] = useState(0);
const [playing, setPlaying] = useState(true);
const [scale, setScale] = useState(1);
const rafRef = useRef(null);
const startTimeRef = useRef(performance.now());
const canvasRef = useRef(null);
// Recording mode: render-video.js injects window.__recording = true before goto.
// When set, force loop=false so the export ends on the final frame instead of
// wrapping back to t=0 and capturing the start of the next cycle.
// (Browsers viewing manually still loop because __recording is undefined there.)
const effectiveLoop = (typeof window !== 'undefined' && window.__recording) ? false : loop;
useEffect(() => {
function updateScale() {
const vw = window.innerWidth;
const vh = window.innerHeight - 56;
const s = Math.min(vw / width, vh / height);
setScale(s);
}
updateScale();
window.addEventListener('resize', updateScale);
return () => window.removeEventListener('resize', updateScale);
}, [width, height]);
useEffect(() => {
if (!playing) return;
let cancelled = false;
let last = null;
function tick(now) {
if (cancelled) return;
if (last === null) {
// First animation frame. Set last=now so delta starts at 0,
// AND announce readiness for video export.
// This pairing is critical: window.__ready must flip to true at
// the exact moment WebM captures frame 0 of the animation, so
// render-video.js's trim offset equals the pre-animation gap.
last = now;
if (typeof window !== 'undefined') window.__ready = true;
}
const delta = (now - last) / 1000;
last = now;
setTime(prev => {
const next = prev + delta;
if (next >= duration) {
// effectiveLoop honors window.__recording (forced non-loop during export).
// Stop just shy of duration so the final-frame state stays rendered
// (avoids exiting all Sprites that end exactly at `duration`).
return effectiveLoop ? 0 : duration - 0.001;
}
return next;
});
rafRef.current = requestAnimationFrame(tick);
}
// Wait for fonts before starting the clock — makes frame 0 the
// real "finished-loading" frame users see, not a fallback-font flash.
const startAfterFonts = () => {
if (cancelled) return;
rafRef.current = requestAnimationFrame(tick);
};
if (typeof document !== 'undefined' && document.fonts && document.fonts.ready) {
document.fonts.ready.then(startAfterFonts);
} else {
startAfterFonts();
}
return () => {
cancelled = true;
cancelAnimationFrame(rafRef.current);
};
}, [playing, duration, effectiveLoop]);
const handleScrub = useCallback((e) => {
const rect = e.currentTarget.getBoundingClientRect();
const ratio = (e.clientX - rect.left) / rect.width;
setTime(Math.max(0, Math.min(duration, ratio * duration)));
}, [duration]);
const handleSeek = useCallback((e) => {
handleScrub(e);
setPlaying(false);
}, [handleScrub]);
const progress = time / duration;
const ctx = {
time,
duration,
playing,
setPlaying,
setTime,
};
const canvasStyle = {
...stageStyles.canvas,
width,
height,
background: bgColor,
transform: `translate(-50%, -50%) scale(${scale})`,
};
return (
<TimeContext.Provider value={ctx}>
<div style={stageStyles.wrapper}>
<div style={stageStyles.stageHolder}>
<div ref={canvasRef} style={canvasStyle}>
{children}
</div>
</div>
<div style={stageStyles.controls}>
<button
style={stageStyles.button}
onClick={() => setPlaying(p => !p)}
>
{playing ? '⏸ 暂停' : '▶ 播放'}
</button>
<button
style={stageStyles.button}
onClick={() => setTime(0)}
>
开始
</button>
<div style={stageStyles.timeDisplay}>
{time.toFixed(2)}s / {duration.toFixed(2)}s
</div>
<div style={stageStyles.scrubber} onMouseDown={handleSeek}>
<div style={{ ...stageStyles.scrubberFill, width: `${progress * 100}%` }} />
<div style={{ ...stageStyles.scrubberHandle, left: `${progress * 100}%` }} />
</div>
</div>
</div>
</TimeContext.Provider>
);
}
function Sprite({ start = 0, end, children, style }) {
const { time } = useContext(TimeContext);
const actualEnd = end == null ? Infinity : end;
if (time < start || time >= actualEnd) {
return null;
}
const duration = actualEnd - start;
const elapsed = time - start;
const t = duration === 0 ? 1 : Math.max(0, Math.min(1, elapsed / duration));
const spriteValue = { t, elapsed, duration, start, end: actualEnd };
return (
<SpriteContext.Provider value={spriteValue}>
<div style={{ position: 'absolute', inset: 0, ...style }}>
{children}
</div>
</SpriteContext.Provider>
);
}
if (typeof window !== 'undefined') {
window.Animations = {
Stage,
Sprite,
useTime,
useSprite,
Easing,
interpolate,
};
}
})();