Mission Control Dashboard - Initial implementation
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329
node_modules/motion-dom/dist/es/animation/generators/spring.mjs
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329
node_modules/motion-dom/dist/es/animation/generators/spring.mjs
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import { millisecondsToSeconds, clamp, secondsToMilliseconds, warning } from 'motion-utils';
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import { generateLinearEasing } from '../waapi/utils/linear.mjs';
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import { calcGeneratorDuration, maxGeneratorDuration } from './utils/calc-duration.mjs';
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import { createGeneratorEasing } from './utils/create-generator-easing.mjs';
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const springDefaults = {
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// Default spring physics
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stiffness: 100,
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damping: 10,
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mass: 1.0,
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velocity: 0.0,
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// Default duration/bounce-based options
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duration: 800, // in ms
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bounce: 0.3,
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visualDuration: 0.3, // in seconds
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// Rest thresholds
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restSpeed: {
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granular: 0.01,
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default: 2,
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},
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restDelta: {
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granular: 0.005,
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default: 0.5,
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},
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// Limits
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minDuration: 0.01, // in seconds
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maxDuration: 10.0, // in seconds
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minDamping: 0.05,
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maxDamping: 1,
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};
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function calcAngularFreq(undampedFreq, dampingRatio) {
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return undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio);
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}
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const rootIterations = 12;
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function approximateRoot(envelope, derivative, initialGuess) {
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let result = initialGuess;
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for (let i = 1; i < rootIterations; i++) {
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result = result - envelope(result) / derivative(result);
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}
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return result;
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}
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/**
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* This is ported from the Framer implementation of duration-based spring resolution.
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*/
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const safeMin = 0.001;
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function findSpring({ duration = springDefaults.duration, bounce = springDefaults.bounce, velocity = springDefaults.velocity, mass = springDefaults.mass, }) {
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let envelope;
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let derivative;
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warning(duration <= secondsToMilliseconds(springDefaults.maxDuration), "Spring duration must be 10 seconds or less", "spring-duration-limit");
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let dampingRatio = 1 - bounce;
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/**
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* Restrict dampingRatio and duration to within acceptable ranges.
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*/
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dampingRatio = clamp(springDefaults.minDamping, springDefaults.maxDamping, dampingRatio);
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duration = clamp(springDefaults.minDuration, springDefaults.maxDuration, millisecondsToSeconds(duration));
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if (dampingRatio < 1) {
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/**
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* Underdamped spring
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*/
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envelope = (undampedFreq) => {
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const exponentialDecay = undampedFreq * dampingRatio;
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const delta = exponentialDecay * duration;
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const a = exponentialDecay - velocity;
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const b = calcAngularFreq(undampedFreq, dampingRatio);
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const c = Math.exp(-delta);
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return safeMin - (a / b) * c;
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};
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derivative = (undampedFreq) => {
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const exponentialDecay = undampedFreq * dampingRatio;
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const delta = exponentialDecay * duration;
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const d = delta * velocity + velocity;
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const e = Math.pow(dampingRatio, 2) * Math.pow(undampedFreq, 2) * duration;
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const f = Math.exp(-delta);
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const g = calcAngularFreq(Math.pow(undampedFreq, 2), dampingRatio);
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const factor = -envelope(undampedFreq) + safeMin > 0 ? -1 : 1;
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return (factor * ((d - e) * f)) / g;
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};
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}
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else {
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/**
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* Critically-damped spring
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*/
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envelope = (undampedFreq) => {
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const a = Math.exp(-undampedFreq * duration);
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const b = (undampedFreq - velocity) * duration + 1;
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return -safeMin + a * b;
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};
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derivative = (undampedFreq) => {
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const a = Math.exp(-undampedFreq * duration);
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const b = (velocity - undampedFreq) * (duration * duration);
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return a * b;
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};
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}
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const initialGuess = 5 / duration;
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const undampedFreq = approximateRoot(envelope, derivative, initialGuess);
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duration = secondsToMilliseconds(duration);
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if (isNaN(undampedFreq)) {
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return {
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stiffness: springDefaults.stiffness,
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damping: springDefaults.damping,
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duration,
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};
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}
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else {
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const stiffness = Math.pow(undampedFreq, 2) * mass;
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return {
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stiffness,
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damping: dampingRatio * 2 * Math.sqrt(mass * stiffness),
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duration,
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};
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}
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}
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const durationKeys = ["duration", "bounce"];
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const physicsKeys = ["stiffness", "damping", "mass"];
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function isSpringType(options, keys) {
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return keys.some((key) => options[key] !== undefined);
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}
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function getSpringOptions(options) {
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let springOptions = {
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velocity: springDefaults.velocity,
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stiffness: springDefaults.stiffness,
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damping: springDefaults.damping,
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mass: springDefaults.mass,
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isResolvedFromDuration: false,
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...options,
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};
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// stiffness/damping/mass overrides duration/bounce
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if (!isSpringType(options, physicsKeys) &&
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isSpringType(options, durationKeys)) {
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// Time-defined springs should ignore inherited velocity.
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// Velocity from interrupted animations can cause findSpring()
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// to compute wildly different spring parameters, leading to
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// massive oscillation on small-range animations.
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springOptions.velocity = 0;
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if (options.visualDuration) {
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const visualDuration = options.visualDuration;
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const root = (2 * Math.PI) / (visualDuration * 1.2);
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const stiffness = root * root;
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const damping = 2 *
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clamp(0.05, 1, 1 - (options.bounce || 0)) *
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Math.sqrt(stiffness);
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springOptions = {
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...springOptions,
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mass: springDefaults.mass,
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stiffness,
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damping,
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};
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}
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else {
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const derived = findSpring({ ...options, velocity: 0 });
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springOptions = {
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...springOptions,
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...derived,
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mass: springDefaults.mass,
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};
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springOptions.isResolvedFromDuration = true;
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}
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}
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return springOptions;
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}
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function spring(optionsOrVisualDuration = springDefaults.visualDuration, bounce = springDefaults.bounce) {
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const options = typeof optionsOrVisualDuration !== "object"
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? {
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visualDuration: optionsOrVisualDuration,
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keyframes: [0, 1],
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bounce,
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}
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: optionsOrVisualDuration;
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let { restSpeed, restDelta } = options;
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const origin = options.keyframes[0];
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const target = options.keyframes[options.keyframes.length - 1];
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/**
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* This is the Iterator-spec return value. We ensure it's mutable rather than using a generator
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* to reduce GC during animation.
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*/
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const state = { done: false, value: origin };
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const { stiffness, damping, mass, duration, velocity, isResolvedFromDuration, } = getSpringOptions({
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...options,
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velocity: -millisecondsToSeconds(options.velocity || 0),
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});
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const initialVelocity = velocity || 0.0;
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const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));
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const initialDelta = target - origin;
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const undampedAngularFreq = millisecondsToSeconds(Math.sqrt(stiffness / mass));
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/**
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* If we're working on a granular scale, use smaller defaults for determining
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* when the spring is finished.
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*
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* These defaults have been selected emprically based on what strikes a good
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* ratio between feeling good and finishing as soon as changes are imperceptible.
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*/
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const isGranularScale = Math.abs(initialDelta) < 5;
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restSpeed || (restSpeed = isGranularScale
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? springDefaults.restSpeed.granular
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: springDefaults.restSpeed.default);
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restDelta || (restDelta = isGranularScale
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? springDefaults.restDelta.granular
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: springDefaults.restDelta.default);
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let resolveSpring;
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let resolveVelocity;
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// Underdamped coefficients, hoisted for use in the inlined next() hot path
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let angularFreq;
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let A;
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let sinCoeff;
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let cosCoeff;
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if (dampingRatio < 1) {
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angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);
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A =
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(initialVelocity +
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dampingRatio * undampedAngularFreq * initialDelta) /
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angularFreq;
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// Underdamped spring
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resolveSpring = (t) => {
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const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
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return (target -
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envelope *
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(A * Math.sin(angularFreq * t) +
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initialDelta * Math.cos(angularFreq * t)));
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};
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// Analytical derivative of underdamped spring (px/ms)
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sinCoeff =
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dampingRatio * undampedAngularFreq * A + initialDelta * angularFreq;
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cosCoeff =
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dampingRatio * undampedAngularFreq * initialDelta - A * angularFreq;
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resolveVelocity = (t) => {
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const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
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return envelope *
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(sinCoeff * Math.sin(angularFreq * t) +
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cosCoeff * Math.cos(angularFreq * t));
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};
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}
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else if (dampingRatio === 1) {
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// Critically damped spring
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resolveSpring = (t) => target -
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Math.exp(-undampedAngularFreq * t) *
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(initialDelta +
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(initialVelocity + undampedAngularFreq * initialDelta) * t);
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// Analytical derivative of critically damped spring (px/ms)
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const C = initialVelocity + undampedAngularFreq * initialDelta;
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resolveVelocity = (t) => Math.exp(-undampedAngularFreq * t) *
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(undampedAngularFreq * C * t - initialVelocity);
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}
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else {
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// Overdamped spring
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const dampedAngularFreq = undampedAngularFreq * Math.sqrt(dampingRatio * dampingRatio - 1);
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resolveSpring = (t) => {
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const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
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// When performing sinh or cosh values can hit Infinity so we cap them here
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const freqForT = Math.min(dampedAngularFreq * t, 300);
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return (target -
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(envelope *
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((initialVelocity +
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dampingRatio * undampedAngularFreq * initialDelta) *
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Math.sinh(freqForT) +
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dampedAngularFreq *
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initialDelta *
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Math.cosh(freqForT))) /
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dampedAngularFreq);
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};
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// Analytical derivative of overdamped spring (px/ms)
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const P = (initialVelocity +
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dampingRatio * undampedAngularFreq * initialDelta) /
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dampedAngularFreq;
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const sinhCoeff = dampingRatio * undampedAngularFreq * P - initialDelta * dampedAngularFreq;
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const coshCoeff = dampingRatio * undampedAngularFreq * initialDelta - P * dampedAngularFreq;
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resolveVelocity = (t) => {
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const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
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const freqForT = Math.min(dampedAngularFreq * t, 300);
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return envelope *
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(sinhCoeff * Math.sinh(freqForT) +
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coshCoeff * Math.cosh(freqForT));
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};
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}
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const generator = {
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calculatedDuration: isResolvedFromDuration ? duration || null : null,
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velocity: (t) => secondsToMilliseconds(resolveVelocity(t)),
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next: (t) => {
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/**
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* For underdamped physics springs we need both position and
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* velocity each tick. Compute shared trig values once to avoid
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* duplicate Math.exp/sin/cos calls on the hot path.
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*/
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if (!isResolvedFromDuration && dampingRatio < 1) {
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const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t);
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const sin = Math.sin(angularFreq * t);
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const cos = Math.cos(angularFreq * t);
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const current = target -
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envelope *
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(A * sin + initialDelta * cos);
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const currentVelocity = secondsToMilliseconds(envelope *
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(sinCoeff * sin + cosCoeff * cos));
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state.done =
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Math.abs(currentVelocity) <= restSpeed &&
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Math.abs(target - current) <= restDelta;
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state.value = state.done ? target : current;
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return state;
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}
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const current = resolveSpring(t);
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if (!isResolvedFromDuration) {
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const currentVelocity = secondsToMilliseconds(resolveVelocity(t));
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state.done =
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Math.abs(currentVelocity) <= restSpeed &&
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Math.abs(target - current) <= restDelta;
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}
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else {
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state.done = t >= duration;
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}
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state.value = state.done ? target : current;
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return state;
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},
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toString: () => {
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const calculatedDuration = Math.min(calcGeneratorDuration(generator), maxGeneratorDuration);
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const easing = generateLinearEasing((progress) => generator.next(calculatedDuration * progress).value, calculatedDuration, 30);
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return calculatedDuration + "ms " + easing;
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},
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toTransition: () => { },
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};
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return generator;
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}
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spring.applyToOptions = (options) => {
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const generatorOptions = createGeneratorEasing(options, 100, spring);
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options.ease = generatorOptions.ease;
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options.duration = secondsToMilliseconds(generatorOptions.duration);
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options.type = "keyframes";
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return options;
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};
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export { spring };
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//# sourceMappingURL=spring.mjs.map
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