百度地图基础API使用系列-04 点覆盖物及动画

前言

通常POI数据就泛指点数据,包括图标、文字,是最为经常使用的地理数据。百度地图API中提供点覆盖物实现类包括:BMapGL.Marker、BMapGL.Label、BMapGL.Marker3D、BMapGL.Overlay、BMapGL.CustomOverlay,包括:图标点、文字点、可变颜色图标点、动画图标点、高度点以及自定义DOM点等。本文主要介绍业务中经常用到的动画相关的使用。

自定义DOM实现动画模拟

利用构建DOM实现自定义覆盖物,实现gif图片或者Dom动态渲染模拟动画。相对BMapGL.Marker,实现更轻量更多元。


// 创建自定义覆盖物DOM
function createDOM(feature) {
    var img = document.createElement('img');
    img.style.height = '240px';
    img.style.width = '80px';
    img.src = 'https://bj.bcebos.com/v1/mapopen-pub-jsapigl/assets/images/fire.gif';
    img.draggable = false;
    return img;
}
// 创建自定义覆盖物
var customOverlay = new BMapGL.CustomOverlay(createDOM, {
    point: new BMapGL.Point(116.42342230333138, 39.92498414216742),
    opacity: 0.5,
    offsetY: -10
});
map.addOverlay(customOverlay);

循环渲染实现动画模拟

利用BMapGL.Marker的icon配置动态数据源,实现动画效果。相对自定义DOM,地图移动过程效果更好。


function CustomSymbol(size, anchor) {
    BMapGL.Symbol.call(this, size, anchor);
    this.width = size.width;
    this.height = size.height;
    // 需要再addOverlay之前设置true,需要保证纹理大小不变化
    this.isReDraw = true;
}
CustomSymbol.prototype = new BMapGL.Symbol();
CustomSymbol.prototype.constructor = CustomSymbol;
CustomSymbol.prototype.add = function () {
    const canvas = document.createElement('canvas');
    canvas.width = this.width * 2;
    canvas.height = this.height * 2;
    this.context = canvas.getContext('2d');
    this.isReDraw = false;

}
CustomSymbol.prototype.render = function (map) {
    const duration = 1000;
    const t = (performance.now() % duration) / duration;

    const radius = (this.width / 2) * 0.3;
    const outerRadius = (this.width / 2) * 0.7 * t + radius;
    const context = this.context;
    context.save();
    // 2倍图
    context.scale(2, 2);
    // Draw the outer circle.
    context.clearRect(0, 0, this.width, this.height);
    context.beginPath();
    context.arc(
        this.width / 2,
        this.height / 2,
        outerRadius,
        0,
        Math.PI * 2
    );
    context.fillStyle = `rgba(255, 200, 200, ${1 - t})`;
    context.fill();

    // Draw the inner circle.
    context.beginPath();
    context.arc(
        this.width / 2,
        this.height / 2,
        radius,
        0,
        Math.PI * 2
    );
    context.fillStyle = 'rgba(255, 100, 100, 1)';
    context.strokeStyle = 'white';
    context.lineWidth = 2 + 4 * (1 - t);
    context.fill();
    context.stroke();
    context.restore();

    // Update this image's data with data from the canvas.
    this.data = context.getImageData(
        0,
        0,
        this.context.canvas.width,
        this.context.canvas.height
    );
    return true;
}
const size = 200;
let custom = new CustomSymbol(new BMapGL.Size(size, size), new BMapGL.Size(size / 2, size / 2));

function stop() {
    custom.isReDraw = false;
}
function start() {
    custom.isReDraw = true;
}

let marker = new BMapGL.Marker(new BMapGL.Point(116.404, 39.925), { icon: custom, enableDragging: false });
map.addOverlay(marker);

TWEEN实现动画模拟

// 设计TWEEN心跳机
let timer;

function animate(time) {
    timer = requestAnimationFrame(animate);
    TWEEN.update(time);
}

function start() {
    timer = requestAnimationFrame(animate);

}
function stop() {
    cancelAnimationFrame(timer);

}

// 定义初始化图标
var marker = new BMapGL.Marker(new BMapGL.Point(117.20350, 36.24764), {
    icon: new BMapGL.Icon('https://webmap0.bdimg.com/wolfman/static/common/images/markers_new2x_2960fb4.png', new BMapGL.Size(32 / 2, 42 / 2), {
        imageSize: new BMapGL.Size(300 / 2, 453 / 2), // 原始图片大小
        imageOffset: new BMapGL.Size(268 / 2, 42 / 2), // 相对于原始图片左上角正数来描述偏移值
    })
});
map.addOverlay(marker);

// 定义点击事件,启动动画
var count = 0;
marker.addEventListener('click', () => {
    count = 1;
    start();
});

// 定义TWEEN动画,并启动监听
const options = { top: -20, size: 1 };
const tween = new TWEEN.Tween(options)
    .to({ top: 0, size: 0 }, 800)
    .easing(TWEEN.Easing.Quadratic.Out) // 变化函数
    .repeat(Infinity) // 无限循环
    .yoyo(true) // 动画在循环时反转方向
    .onUpdate(function () {
        marker.setOffset(new BMapGL.Size(0, options.top));
        let enhance = 1 + options.size;
        marker.setIcon(new BMapGL.Icon('https://webmap0.bdimg.com/wolfman/static/common/images/markers_new2x_2960fb4.png', new BMapGL.Size(32 * enhance, 42 * enhance), {
            imageSize: new BMapGL.Size(300 * enhance, 453 * enhance), // 原始图片大小
            imageOffset: new BMapGL.Size(268 * enhance, 42 * enhance), // 相对于原始图片左上角正数来描述偏移值
        }));
        if (options.top === 0) {
            count--;
        }
        if (count <= -1) {
            stop();
        }
    });
tween.start();

循环渲染实现贴地动画模拟

BMapGL.Marker的动画有个缺点就是立体展示,如果要严格的按照区域进行动画展示,就需要使用BMapGL.GroundOverlay


const canvas = document.createElement('canvas');
canvas.width = size * 2;
canvas.height = size * 2;
// 自定义canvas
function getTextureCanvas() {
    const duration = 1000;
    const t = (performance.now() % duration) / duration;

    const radius = (size / 2) * 0.3;
    const outerRadius = (size / 2) * 0.7 * t + radius;
    const context = canvas.getContext('2d');
    context.save();
    // 2倍图
    context.scale(2, 2);
    // Draw the outer circle.
    context.clearRect(0, 0, size, size);
    context.beginPath();
    context.arc(
        size / 2,
        size / 2,
        outerRadius,
        0,
        Math.PI * 2
    );
    context.fillStyle = `rgba(255, 200, 200, ${1 - t})`;
    context.fill();

    // Draw the inner circle.
    context.beginPath();
    context.arc(
        size / 2,
        size / 2,
        radius,
        0,
        Math.PI * 2
    );
    context.fillStyle = 'rgba(255, 100, 100, 1)';
    context.strokeStyle = 'white';
    context.lineWidth = 2 + 4 * (1 - t);
    context.fill();
    context.stroke();
    context.restore();

}

// 添加canvas叠加层
var pStart = new BMapGL.Point(116.447717, 39.919173);
var pEnd = new BMapGL.Point(116.453125, 39.923475);
var bounds = new BMapGL.Bounds(new BMapGL.Point(pStart.lng, pEnd.lat), new BMapGL.Point(pEnd.lng, pStart.lat));
var canvasOverlay = new BMapGL.GroundOverlay(bounds, {
    type: 'canvas',
    url: canvas,
    opacity: 0.9,
    isReDraw: true,
    drawHook: getTextureCanvas
});
function stop() {
    canvasOverlay.isReDraw = false;
}
function start() {
    canvasOverlay.isReDraw = true;
}

map.addOverlay(canvasOverlay);

注意问题

复杂灵活的点信息面板,建议采用BMapGL.CustomOverlay,需要更高的灵活则可以通过BMapGL.Overlay进行自行封装。如果更加关注跟随地图操作过程更加平缓,那么建议BMapGL.Marker、BMapGL.Marker3D。

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