feat(home): 重构抽奖逻辑并优化初始化流程 Feature #91
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131
src/views/Home/utils/table.ts
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131
src/views/Home/utils/table.ts
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import type { IPersonConfig } from '@/types/storeType'
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import confetti from 'canvas-confetti'
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import { Object3D, Vector3 } from 'three'
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import { filterData } from '@/utils'
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/**
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* @description 初始化表格数据
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* @param0 allPersonList 所有人的列表
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* @param1 rowCount 行数,默认是7行
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* @returns 表格数据
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*/
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export function initTableData({ allPersonList, rowCount }: { allPersonList: IPersonConfig[], rowCount: number }): IPersonConfig[] {
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let tableData: IPersonConfig[] = []
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if (allPersonList.length <= 0) {
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return []
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}
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const totalCount = rowCount * 7
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const allPersonLength = allPersonList.length
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if (allPersonLength < totalCount) {
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tableData = Array.from({ length: totalCount }, () => JSON.parse(JSON.stringify(allPersonList))).flat()
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}
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else {
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tableData = allPersonList.slice(0, totalCount)
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}
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tableData = filterData(tableData.slice(0, totalCount), rowCount)
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return tableData
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}
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/**
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* @description 横铺图形:处理数据,把每个卡片在界面的位置写入
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* @param0 tableData 表格数据
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* @param1 rowCount 每行有多少个元素
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* @param2 cardSize 卡片的大小
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* @returns Object3D[]
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*/
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export function createTableVertices({ tableData, rowCount, cardSize }: { tableData: IPersonConfig[], rowCount: number, cardSize: { width: number, height: number } }): Object3D[] {
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const tableLen = tableData.length
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const objects: Object3D[] = []
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for (let i = 0; i < tableLen; i++) {
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const object = new Object3D()
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object.position.x = tableData[i].x * (cardSize.width + 40) - rowCount * 90
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object.position.y = -tableData[i].y * (cardSize.height + 20) + 1000
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object.position.z = 0
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objects.push(object)
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// targets.table.push(object)
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}
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return objects
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}
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/**
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* @description 创建球体
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* @param0 objectsLength 物体的个数
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* @returns Object3D[]
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*/
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export function createSphereVertices({ objectsLength }: { objectsLength: number }): Object3D[] {
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let i = 0
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const resObjects: Object3D[] = []
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// const objLength = objects.value.length
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const vector = new Vector3()
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for (; i < objectsLength; ++i) {
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const phi = Math.acos(-1 + (2 * i) / objectsLength)
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const theta = Math.sqrt(objectsLength * Math.PI) * phi
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const object = new Object3D()
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object.position.x = 800 * Math.cos(theta) * Math.sin(phi)
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object.position.y = 800 * Math.sin(theta) * Math.sin(phi)
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object.position.z = -800 * Math.cos(phi)
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// rotation object
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vector.copy(object.position).multiplyScalar(2)
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object.lookAt(vector)
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resObjects.push(object)
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}
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return resObjects
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}
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export function confettiFire() {
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const duration = 3 * 1000
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const end = Date.now() + duration;
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(function frame() {
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// launch a few confetti from the left edge
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confetti({
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particleCount: 2,
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angle: 60,
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spread: 55,
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origin: { x: 0 },
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})
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// and launch a few from the right edge
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confetti({
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particleCount: 2,
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angle: 120,
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spread: 55,
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origin: { x: 1 },
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})
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// keep going until we are out of time
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if (Date.now() < end) {
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requestAnimationFrame(frame)
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}
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}())
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centerFire(0.25, {
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spread: 26,
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startVelocity: 55,
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})
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centerFire(0.2, {
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spread: 60,
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})
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centerFire(0.35, {
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spread: 100,
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decay: 0.91,
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scalar: 0.8,
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})
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centerFire(0.1, {
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spread: 120,
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startVelocity: 25,
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decay: 0.92,
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scalar: 1.2,
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})
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centerFire(0.1, {
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spread: 120,
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startVelocity: 45,
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})
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}
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function centerFire(particleRatio: number, opts: any) {
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const count = 200
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confetti({
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origin: { y: 0.7 },
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...opts,
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particleCount: Math.floor(count * particleRatio),
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})
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}
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