SVG动画vivus.js库使用整理,具体实例代码如下所示:
使用方法如图:
HTML例子代码:
vivus.js - test var synthD = new Vivus('synth-dynamic', {
file: 'vivus-git/synth.svg',
type: 'oneByOne',
duration: 200,
start: 'manual',
animTimingFunction: Vivus.EASE_OUT_BOUNCE
});synth-dynamic:SVG的ID 或 加载外部SVG文件的父标签
file:vivus-git/synth.svg,如果是SVG的ID则可省略此设置,如果是加载外部SVG文件的父标签,对应的值则是SVG文件的路径
type:
对就值:delayed 每条路径元素绘制在同一时间用小延迟开始。这是目前默认动画。
对就值:scenario-sync 每一行都是同步的。他们都在同一时间开始和结束,因此得名“同步”。
对就值:oneByOne 每个路径元素是一个接一个。这个动画给人最好的印象的绘画。start:是否自动播放,可省略此设置,不设置则默认自动播放
对就值:autostart 默认值,自动播放
对就值:manual 不自动播放,需要事件触发播放animTimingFunction:动画效果
对就值:LINEAR 动画从头到尾的速度是相同的
对就值:EASE 动画以低速开始,然后加快,在结束前变慢。
对就值:EASE_IN 动画以低速开始。
对就值:EASE_OUT 动画以低速结束。
对就值:EASE_OUT_BOUNCE 动画弹性结束synthD.play(); 播放动画
synthD.reset().play(); 重新播放动画
synthD.play(-3); 倒带,反向收回之前完成的动画每条路径元素绘制在同一时间用小延迟开始。这是目前默认动画。
vivus-git/obturateur.svg每一行都是同步的。他们都在同一时间开始和结束,因此得名“同步”。
vivus-git/polaroid.svg每一行都是同步的。他们都在同一时间开始和结束,因此得名“同步”。
vivus-git/hi-there.svghi-there.svg代码: [html] view plain copy obturateur.svg代码: [html] view plain copy polaroid.svg代码: [html] view plain copy synth.svg代码: [html] view plain copy (vivus.min.js)CDN引用地址:http://cdn.jsdelivr.net/vivus/latest/vivus.min.js vivus.js代码: [html] view plain copy /** * vivus - JavaScript library to make drawing animation on SVG * @version v0.4.0 * @link https://github.com/maxwellito/vivus * @license MIT */ 'use strict'; (function (window, document) { 'use strict'; /** * Pathformer * Beta version * * Take any SVG version 1.1 and transform * child elements to 'path' elements * * This code is purely forked from * https://github.com/Waest/SVGPathConverter */ /** * Class constructor * * @param {DOM|String} element Dom element of the SVG or id of it */ function Pathformer(element) { // Test params if (typeof element === 'undefined') { throw new Error('Pathformer [constructor]: "element" parameter is required'); } // Set the element if (element.constructor === String) { element = document.getElementById(element); if (!element) { throw new Error('Pathformer [constructor]: "element" parameter is not related to an existing ID'); } } if (element.constructor instanceof window.SVGElement || /^svg$/i.test(element.nodeName)) { this.el = element; } else { throw new Error('Pathformer [constructor]: "element" parameter must be a string or a SVGelement'); } // Start this.scan(element); } /** * List of tags which can be transformed * to path elements * * @type {Array} */ Pathformer.prototype.TYPES = ['line', 'ellipse', 'circle', 'polygon', 'polyline', 'rect']; /** * List of attribute names which contain * data. This array list them to check if * they contain bad values, like percentage. * * @type {Array} */ Pathformer.prototype.ATTR_WATCH = ['cx', 'cy', 'points', 'r', 'rx', 'ry', 'x', 'x1', 'x2', 'y', 'y1', 'y2']; /** * Finds the elements compatible for transform * and apply the liked method * * @param {object} options Object from the constructor */ Pathformer.prototype.scan = function (svg) { var fn, element, pathData, pathDom, elements = svg.querySelectorAll(this.TYPES.join(',')); for (var i = 0; i < elements.length; i++) { element = elements[i]; fn = this[element.tagName.toLowerCase() + 'ToPath']; pathData = fn(this.parseAttr(element.attributes)); pathDom = this.pathMaker(element, pathData); element.parentNode.replaceChild(pathDom, element); } }; /** * Read `line` element to extract and transform * data, to make it ready for a `path` object. * * @param {DOMelement} element Line element to transform * @return {object} Data for a `path` element */ Pathformer.prototype.lineToPath = function (element) { var newElement = {}, x1 = element.x1 || 0, y1 = element.y1 || 0, x2 = element.x2 || 0, y2 = element.y2 || 0; newElement.d = 'M' + x1 + ',' + y1 + 'L' + x2 + ',' + y2; return newElement; }; /** * Read `rect` element to extract and transform * data, to make it ready for a `path` object. * The radius-border is not taken in charge yet. * (your help is more than welcomed) * * @param {DOMelement} element Rect element to transform * @return {object} Data for a `path` element */ Pathformer.prototype.rectToPath = function (element) { var newElement = {}, x = parseFloat(element.x) || 0, y = parseFloat(element.y) || 0, width = parseFloat(element.width) || 0, height = parseFloat(element.height) || 0; newElement.d = 'M' + x + ' ' + y + ' '; newElement.d += 'L' + (x + width) + ' ' + y + ' '; newElement.d += 'L' + (x + width) + ' ' + (y + height) + ' '; newElement.d += 'L' + x + ' ' + (y + height) + ' Z'; return newElement; }; /** * Read `polyline` element to extract and transform * data, to make it ready for a `path` object. * * @param {DOMelement} element Polyline element to transform * @return {object} Data for a `path` element */ Pathformer.prototype.polylineToPath = function (element) { var newElement = {}, points = element.points.trim().split(' '), i, path; // Reformatting if points are defined without commas if (element.points.indexOf(',') === -1) { var formattedPoints = []; for (i = 0; i < points.length; i+=2) { formattedPoints.push(points[i] + ',' + points[i+1]); } points = formattedPoints; } // Generate the path.d value path = 'M' + points[0]; for(i = 1; i < points.length; i++) { if (points[i].indexOf(',') !== -1) { path += 'L' + points[i]; } } newElement.d = path; return newElement; }; /** * Read `polygon` element to extract and transform * data, to make it ready for a `path` object. * This method rely on polylineToPath, because the * logic is similar. The path created is just closed, * so it needs an 'Z' at the end. * * @param {DOMelement} element Polygon element to transform * @return {object} Data for a `path` element */ Pathformer.prototype.polygonToPath = function (element) { var newElement = Pathformer.prototype.polylineToPath(element); newElement.d += 'Z'; return newElement; }; /** * Read `ellipse` element to extract and transform * data, to make it ready for a `path` object. * * @param {DOMelement} element ellipse element to transform * @return {object} Data for a `path` element */ Pathformer.prototype.ellipseToPath = function (element) { var newElement = {}, rx = parseFloat(element.rx) || 0, ry = parseFloat(element.ry) || 0, cx = parseFloat(element.cx) || 0, cy = parseFloat(element.cy) || 0, startX = cx - rx, startY = cy, endX = parseFloat(cx) + parseFloat(rx), endY = cy; newElement.d = 'M' + startX + ',' + startY + 'A' + rx + ',' + ry + ' 0,1,1 ' + endX + ',' + endY + 'A' + rx + ',' + ry + ' 0,1,1 ' + startX + ',' + endY; return newElement; }; /** * Read `circle` element to extract and transform * data, to make it ready for a `path` object. * * @param {DOMelement} element Circle element to transform * @return {object} Data for a `path` element */ Pathformer.prototype.circleToPath = function (element) { var newElement = {}, r = parseFloat(element.r) || 0, cx = parseFloat(element.cx) || 0, cy = parseFloat(element.cy) || 0, startX = cx - r, startY = cy, endX = parseFloat(cx) + parseFloat(r), endY = cy; newElement.d = 'M' + startX + ',' + startY + 'A' + r + ',' + r + ' 0,1,1 ' + endX + ',' + endY + 'A' + r + ',' + r + ' 0,1,1 ' + startX + ',' + endY; return newElement; }; /** * Create `path` elements form original element * and prepared objects * * @param {DOMelement} element Original element to transform * @param {object} pathData Path data (from `toPath` methods) * @return {DOMelement} Path element */ Pathformer.prototype.pathMaker = function (element, pathData) { var i, attr, pathTag = document.createElementNS('http://www.w3.org/2000/svg','path'); for(i = 0; i < element.attributes.length; i++) { attr = element.attributes[i]; if (this.ATTR_WATCH.indexOf(attr.name) === -1) { pathTag.setAttribute(attr.name, attr.value); } } for(i in pathData) { pathTag.setAttribute(i, pathData[i]); } return pathTag; }; /** * Parse attributes of a DOM element to * get an object of attribute => value * * @param {NamedNodeMap} attributes Attributes object from DOM element to parse * @return {object} Object of attributes */ Pathformer.prototype.parseAttr = function (element) { var attr, output = {}; for (var i = 0; i < element.length; i++) { attr = element[i]; // Check if no data attribute contains '%', or the transformation is impossible if (this.ATTR_WATCH.indexOf(attr.name) !== -1 && attr.value.indexOf('%') !== -1) { throw new Error('Pathformer [parseAttr]: a SVG shape got values in percentage. This cannot be transformed into \'path\' tags. Please use \'viewBox\'.'); } output[attr.name] = attr.value; } return output; }; 'use strict'; var requestAnimFrame, cancelAnimFrame, parsePositiveInt; /** * Vivus * Beta version * * Take any SVG and make the animation * to give give the impression of live drawing * * This in more than just inspired from codrops * At that point, it's a pure fork. */ /** * Class constructor * option structure * type: 'delayed'|'sync'|'oneByOne'|'script' (to know if the items must be drawn synchronously or not, default: delayed) * duration:每个路径元素是一个接一个。这个动画给人最好的印象的绘画。
vivus-git/synth.svg(in frames) * start: 'inViewport'|'manual'|'autostart' (start automatically the animation, default: inViewport) * delay: (delay between the drawing of first and last path) * dashGap whitespace extra margin between dashes * pathTimingFunction timing animation function for each path element of the SVG * animTimingFunction timing animation function for the complete SVG * forceRender force the browser to re-render all updated path items * selfDestroy removes all extra styling on the SVG, and leaves it as original * * The attribute 'type' is by default on 'delayed'. * - 'delayed' * all paths are draw at the same time but with a * little delay between them before start * - 'sync' * all path are start and finish at the same time * - 'oneByOne' * only one path is draw at the time * the end of the first one will trigger the draw * of the next one * * All these values can be overwritten individually * for each path item in the SVG * The value of frames will always take the advantage of * the duration value. * If you fail somewhere, an error will be thrown. * Good luck. * * @constructor * @this {Vivus} * @param {DOM|String} element Dom element of the SVG or id of it * @param {Object} options Options about the animation * @param {Function} callback Callback for the end of the animation */ function Vivus (element, options, callback) { // Setup this.isReady = false; this.setElement(element, options); this.setOptions(options); this.setCallback(callback); if (this.isReady) { this.init(); } } /** * Timing functions ************************************** * * Default functions to help developers. * It always take a number as parameter (between 0 to 1) then * return a number (between 0 and 1) */ Vivus.LINEAR = function (x) {return x;}; Vivus.EASE = function (x) {return -Math.cos(x * Math.PI) / 2 + 0.5;}; Vivus.EASE_OUT = function (x) {return 1 - Math.pow(1-x, 3);}; Vivus.EASE_IN = function (x) {return Math.pow(x, 3);}; Vivus.EASE_OUT_BOUNCE = function (x) { var base = -Math.cos(x * (0.5 * Math.PI)) + 1, rate = Math.pow(base,1.5), rateR = Math.pow(1 - x, 2), progress = -Math.abs(Math.cos(rate * (2.5 * Math.PI) )) + 1; return (1- rateR) + (progress * rateR); }; /** * Setters ************************************** */ /** * Check and set the element in the instance * The method will not return anything, but will throw an * error if the parameter is invalid * * @param {DOM|String} element SVG Dom element or id of it */ Vivus.prototype.setElement = function (element, options) { // Basic check if (typeof element === 'undefined') { throw new Error('Vivus [constructor]: "element" parameter is required'); } // Set the element if (element.constructor === String) { element = document.getElementById(element); if (!element) { throw new Error('Vivus [constructor]: "element" parameter is not related to an existing ID'); } } this.parentEl = element; // Create the object element if the property `file` exists in the options object if (options && options.file) { var objElm = document.createElement('object'); objElm.setAttribute('type', 'image/svg+xml'); objElm.setAttribute('data', options.file); objElm.setAttribute('built-by-vivus', 'true'); element.appendChild(objElm); element = objElm; } switch (element.constructor) { case window.SVGSVGElement: case window.SVGElement: this.el = element; this.isReady = true; break; case window.HTMLObjectElement: // If we have to wait for it var onLoad, self; self = this; onLoad = function (e) { if (self.isReady) { return; } self.el = element.contentDocument && element.contentDocument.querySelector('svg'); if (!self.el && e) { throw new Error('Vivus [constructor]: object loaded does not contain any SVG'); } else if (self.el) { if (element.getAttribute('built-by-vivus')) { self.parentEl.insertBefore(self.el, element); self.parentEl.removeChild(element); self.el.setAttribute('width', '100%'); self.el.setAttribute('height', '100%'); } self.isReady = true; self.init(); return true; } }; if (!onLoad()) { element.addEventListener('load', onLoad); } break; default: throw new Error('Vivus [constructor]: "element" parameter is not valid (or miss the "file" attribute)'); } }; /** * Set up user option to the instance * The method will not return anything, but will throw an * error if the parameter is invalid * * @param {object} options Object from the constructor */ Vivus.prototype.setOptions = function (options) { var allowedTypes = ['delayed', 'sync', 'async', 'nsync', 'oneByOne', 'scenario', 'scenario-sync']; var allowedStarts = ['inViewport', 'manual', 'autostart']; // Basic check if (options !== undefined && options.constructor !== Object) { throw new Error('Vivus [constructor]: "options" parameter must be an object'); } else { options = options || {}; } // Set the animation type if (options.type && allowedTypes.indexOf(options.type) === -1) { throw new Error('Vivus [constructor]: ' + options.type + ' is not an existing animation `type`'); } else { this.type = options.type || allowedTypes[0]; } // Set the start type if (options.start && allowedStarts.indexOf(options.start) === -1) { throw new Error('Vivus [constructor]: ' + options.start + ' is not an existing `start` option'); } else { this.start = options.start || allowedStarts[0]; } this.isIE = (window.navigator.userAgent.indexOf('MSIE') !== -1 || window.navigator.userAgent.indexOf('Trident/') !== -1 || window.navigator.userAgent.indexOf('Edge/') !== -1 ); this.duration = parsePositiveInt(options.duration, 120); this.delay = parsePositiveInt(options.delay, null); this.dashGap = parsePositiveInt(options.dashGap, 1); this.forceRender = options.hasOwnProperty('forceRender') ? !!options.forceRender : this.isIE; this.reverseStack = !!options.reverseStack; this.selfDestroy = !!options.selfDestroy; this.onReady = options.onReady; this.map = []; this.frameLength = this.currentFrame = this.delayUnit = this.speed = this.handle = null; this.ignoreInvisible = options.hasOwnProperty('ignoreInvisible') ? !!options.ignoreInvisible : false; this.animTimingFunction = options.animTimingFunction || Vivus.LINEAR; this.pathTimingFunction = options.pathTimingFunction || Vivus.LINEAR; if (this.delay >= this.duration) { throw new Error('Vivus [constructor]: delay must be shorter than duration'); } }; /** * Set up callback to the instance * The method will not return enything, but will throw an * error if the parameter is invalid * * @param {Function} callback Callback for the animation end */ Vivus.prototype.setCallback = function (callback) { // Basic check if (!!callback && callback.constructor !== Function) { throw new Error('Vivus [constructor]: "callback" parameter must be a function'); } this.callback = callback || function () {}; }; /** * Core ************************************** */ /** * Map the svg, path by path. * The method return nothing, it just fill the * `map` array. Each item in this array represent * a path element from the SVG, with informations for * the animation. * * ``` * [ * { * el: the path element * length: length of the path line * startAt: time start of the path animation (in frames) * duration: path animation duration (in frames) * }, * ... * ] * ``` * */ Vivus.prototype.mapping = function () { var i, paths, path, pAttrs, pathObj, totalLength, lengthMeter, timePoint; timePoint = totalLength = lengthMeter = 0; paths = this.el.querySelectorAll('path'); for (i = 0; i < paths.length; i++) { path = paths[i]; if (this.isInvisible(path)) { continue; } pathObj = { el: path, length: Math.ceil(path.getTotalLength()) }; // Test if the path length is correct if (isNaN(pathObj.length)) { if (window.console && console.warn) { console.warn('Vivus [mapping]: cannot retrieve a path element length', path); } continue; } this.map.push(pathObj); path.style.strokeDasharray = pathObj.length + ' ' + (pathObj.length + this.dashGap * 2); path.style.strokeDashoffset = pathObj.length + this.dashGap; pathObj.length += this.dashGap; totalLength += pathObj.length; this.renderPath(i); } totalLength = totalLength === 0 ? 1 : totalLength; this.delay = this.delay === null ? this.duration / 3 : this.delay; this.delayUnit = this.delay / (paths.length > 1 ? paths.length - 1 : 1); // Reverse stack if asked if (this.reverseStack) { this.map.reverse(); } for (i = 0; i < this.map.length; i++) { pathObj = this.map[i]; switch (this.type) { case 'delayed': pathObj.startAt = this.delayUnit * i; pathObj.duration = this.duration - this.delay; break; case 'oneByOne': pathObj.startAt = lengthMeter / totalLength * this.duration; pathObj.duration = pathObj.length / totalLength * this.duration; break; case 'sync': case 'async': case 'nsync': pathObj.startAt = 0; pathObj.duration = this.duration; break; case 'scenario-sync': path = pathObj.el; pAttrs = this.parseAttr(path); pathObj.startAt = timePoint + (parsePositiveInt(pAttrs['data-delay'], this.delayUnit) || 0); pathObj.duration = parsePositiveInt(pAttrs['data-duration'], this.duration); timePoint = pAttrs['data-async'] !== undefined ? pathObj.startAt : pathObj.startAt + pathObj.duration; this.frameLength = Math.max(this.frameLength, (pathObj.startAt + pathObj.duration)); break; case 'scenario': path = pathObj.el; pAttrs = this.parseAttr(path); pathObj.startAt = parsePositiveInt(pAttrs['data-start'], this.delayUnit) || 0; pathObj.duration = parsePositiveInt(pAttrs['data-duration'], this.duration); this.frameLength = Math.max(this.frameLength, (pathObj.startAt + pathObj.duration)); break; } lengthMeter += pathObj.length; this.frameLength = this.frameLength || this.duration; } }; /** * Interval method to draw the SVG from current * position of the animation. It update the value of * `currentFrame` and re-trace the SVG. * * It use this.handle to store the requestAnimationFrame * and clear it one the animation is stopped. So this * attribute can be used to know if the animation is * playing. * * Once the animation at the end, this method will * trigger the Vivus callback. * */ Vivus.prototype.drawer = function () { var self = this; this.currentFrame += this.speed; if (this.currentFrame <= 0) { this.stop(); this.reset(); } else if (this.currentFrame >= this.frameLength) { this.stop(); this.currentFrame = this.frameLength; this.trace(); if (this.selfDestroy) { this.destroy(); } } else { this.trace(); this.handle = requestAnimFrame(function () { self.drawer(); }); return; } this.callback(this); if (this.instanceCallback) { this.instanceCallback(this); this.instanceCallback = null; } }; /** * Draw the SVG at the current instant from the * `currentFrame` value. Here is where most of the magic is. * The trick is to use the `strokeDashoffset` style property. * * For optimisation reasons, a new property called `progress` * is added in each item of `map`. This one contain the current * progress of the path element. Only if the new value is different * the new value will be applied to the DOM element. This * method save a lot of resources to re-render the SVG. And could * be improved if the animation couldn't be played forward. * */ Vivus.prototype.trace = function () { var i, progress, path, currentFrame; currentFrame = this.animTimingFunction(this.currentFrame / this.frameLength) * this.frameLength; for (i = 0; i < this.map.length; i++) { path = this.map[i]; progress = (currentFrame - path.startAt) / path.duration; progress = this.pathTimingFunction(Math.max(0, Math.min(1, progress))); if (path.progress !== progress) { path.progress = progress; path.el.style.strokeDashoffset = Math.floor(path.length * (1 - progress)); this.renderPath(i); } } }; /** * Method forcing the browser to re-render a path element * from it's index in the map. Depending on the `forceRender` * value. * The trick is to replace the path element by it's clone. * This practice is not recommended because it's asking more * ressources, too much DOM manupulation.. * but it's the only way to let the magic happen on IE. * By default, this fallback is only applied on IE. * * @param {Number} index Path index */ Vivus.prototype.renderPath = function (index) { if (this.forceRender && this.map && this.map[index]) { var pathObj = this.map[index], newPath = pathObj.el.cloneNode(true); pathObj.el.parentNode.replaceChild(newPath, pathObj.el); pathObj.el = newPath; } }; /** * When the SVG object is loaded and ready, * this method will continue the initialisation. * * This this mainly due to the case of passing an * object tag in the constructor. It will wait * the end of the loading to initialise. * */ Vivus.prototype.init = function () { // Set object variables this.frameLength = 0; this.currentFrame = 0; this.map = []; // Start new Pathformer(this.el); this.mapping(); this.starter(); if (this.onReady) { this.onReady(this); } }; /** * Trigger to start of the animation. * Depending on the `start` value, a different script * will be applied. * * If the `start` value is not valid, an error will be thrown. * Even if technically, this is impossible. * */ Vivus.prototype.starter = function () { switch (this.start) { case 'manual': return; case 'autostart': this.play(); break; case 'inViewport': var self = this, listener = function () { if (self.isInViewport(self.parentEl, 1)) { self.play(); window.removeEventListener('scroll', listener); } }; window.addEventListener('scroll', listener); listener(); break; } }; /** * Controls ************************************** */ /** * Get the current status of the animation between * three different states: 'start', 'progress', 'end'. * @return {string} Instance status */ Vivus.prototype.getStatus = function () { return this.currentFrame === 0 ? 'start' : this.currentFrame === this.frameLength ? 'end' : 'progress'; }; /** * Reset the instance to the initial state : undraw * Be careful, it just reset the animation, if you're * playing the animation, this won't stop it. But just * make it start from start. * */ Vivus.prototype.reset = function () { return this.setFrameProgress(0); }; /** * Set the instance to the final state : drawn * Be careful, it just set the animation, if you're * playing the animation on rewind, this won't stop it. * But just make it start from the end. * */ Vivus.prototype.finish = function () { return this.setFrameProgress(1); }; /** * Set the level of progress of the drawing. * * @param {number} progress Level of progress to set */ Vivus.prototype.setFrameProgress = function (progress) { progress = Math.min(1, Math.max(0, progress)); this.currentFrame = Math.round(this.frameLength * progress); this.trace(); return this; }; /** * Play the animation at the desired speed. * Speed must be a valid number (no zero). * By default, the speed value is 1. * But a negative value is accepted to go forward. * * And works with float too. * But don't forget we are in JavaScript, se be nice * with him and give him a 1/2^x value. * * @param {number} speed Animation speed [optional] */ Vivus.prototype.play = function (speed, callback) { this.instanceCallback = null; if (speed && typeof speed === 'function') { this.instanceCallback = speed; // first parameter is actually the callback function speed = null; } else if (speed && typeof speed !== 'number') { throw new Error('Vivus [play]: invalid speed'); } // if the first parameter wasn't the callback, check if the seconds was if (callback && typeof(callback) === 'function' && !this.instanceCallback) { this.instanceCallback = callback; } this.speed = speed || 1; if (!this.handle) { this.drawer(); } return this; }; /** * Stop the current animation, if on progress. * Should not trigger any error. * */ Vivus.prototype.stop = function () { if (this.handle) { cancelAnimFrame(this.handle); this.handle = null; } return this; }; /** * Destroy the instance. * Remove all bad styling attributes on all * path tags * */ Vivus.prototype.destroy = function () { this.stop(); var i, path; for (i = 0; i < this.map.length; i++) { path = this.map[i]; path.el.style.strokeDashoffset = null; path.el.style.strokeDasharray = null; this.renderPath(i); } }; /** * Utils methods * include methods from Codrops ************************************** */ /** * Method to best guess if a path should added into * the animation or not. * * 1. Use the `data-vivus-ignore` attribute if set * 2. Check if the instance must ignore invisible paths * 3. Check if the path is visible * * For now the visibility checking is unstable. * It will be used for a beta phase. * * Other improvments are planned. Like detecting * is the path got a stroke or a valid opacity. */ Vivus.prototype.isInvisible = function (el) { var rect, ignoreAttr = el.getAttribute('data-ignore'); if (ignoreAttr !== null) { return ignoreAttr !== 'false'; } if (this.ignoreInvisible) { rect = el.getBoundingClientRect(); return !rect.width && !rect.height; } else { return false; } }; /** * Parse attributes of a DOM element to * get an object of {attributeName => attributeValue} * * @param {object} element DOM element to parse * @return {object} Object of attributes */ Vivus.prototype.parseAttr = function (element) { var attr, output = {}; if (element && element.attributes) { for (var i = 0; i < element.attributes.length; i++) { attr = element.attributes[i]; output[attr.name] = attr.value; } } return output; }; /** * Reply if an element is in the page viewport * * @param {object} el Element to observe * @param {number} h Percentage of height * @return {boolean} */ Vivus.prototype.isInViewport = function (el, h) { var scrolled = this.scrollY(), viewed = scrolled + this.getViewportH(), elBCR = el.getBoundingClientRect(), elHeight = elBCR.height, elTop = scrolled + elBCR.top, elBottom = elTop + elHeight; // if 0, the element is considered in the viewport as soon as it enters. // if 1, the element is considered in the viewport only when it's fully inside // value in percentage (1 >= h >= 0) h = h || 0; return (elTop + elHeight * h) <= viewed && (elBottom) >= scrolled; }; /** * Alias for document element * * @type {DOMelement} */ Vivus.prototype.docElem = window.document.documentElement; /** * Get the viewport height in pixels * * @return {integer} Viewport height */ Vivus.prototype.getViewportH = function () { var client = this.docElem.clientHeight, inner = window.innerHeight; if (client < inner) { return inner; } else { return client; } }; /** * Get the page Y offset * * @return {integer} Page Y offset */ Vivus.prototype.scrollY = function () { return window.pageYOffset || this.docElem.scrollTop; }; /** * Alias for `requestAnimationFrame` or * `setTimeout` function for deprecated browsers. * */ requestAnimFrame = (function () { return ( window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function */ callback){ return window.setTimeout(callback, 1000 / 60); } ); })(); /** * Alias for `cancelAnimationFrame` or * `cancelTimeout` function for deprecated browsers. * */ cancelAnimFrame = (function () { return ( window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.oCancelAnimationFrame || window.msCancelAnimationFrame || function(id){ return window.clearTimeout(id); } ); })(); /** * Parse string to integer. * If the number is not positive or null * the method will return the default value * or 0 if undefined * * @param {string} value String to parse * @param {*} defaultValue Value to return if the result parsed is invalid * @return {number} * */ parsePositiveInt = function (value, defaultValue) { var output = parseInt(value, 10); return (output >= 0) ? output : defaultValue; }; if (typeof define === 'function' && define.amd) { // AMD. Register as an anonymous module. define([], function() { return Vivus; }); } else if (typeof exports === 'object') { // Node. Does not work with strict CommonJS, but // only CommonJS-like environments that support module.exports, // like Node. module.exports = Vivus; } else { // Browser globals window.Vivus = Vivus; } }(window, document));
总结
以上所述是小编给大家介绍的SVG动画vivus.js库使用小结(实例代码),希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对脚本之家网站的支持!