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mission-control-ui/node_modules/motion-dom/dist/es/animation/generators/spring.mjs
2026-03-27 18:36:05 +00:00

330 lines
13 KiB
JavaScript

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