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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

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/* @license * Copyright 2020 Google LLC. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the 'License'); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an 'AS IS' BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ export const SETTLING_TIME = 10000; // plenty long enough const MIN_DECAY_MILLISECONDS = 0.001; export const DECAY_MILLISECONDS = 50; /** * The Damper class is a generic second-order critically damped system that does * one linear step of the desired length of time. The only parameter is * DECAY_MILLISECONDS. This common parameter makes all states converge at the * same rate regardless of scale. xNormalization is a number to provide the * rough scale of x, such that NIL_SPEED clamping also happens at roughly the * same convergence for all states. */ export class Damper { constructor(decayMilliseconds = DECAY_MILLISECONDS) { this.velocity = 0; this.naturalFrequency = 0; this.setDecayTime(decayMilliseconds); } setDecayTime(decayMilliseconds) { this.naturalFrequency = 1 / Math.max(MIN_DECAY_MILLISECONDS, decayMilliseconds); } update(x, xGoal, timeStepMilliseconds, xNormalization) { const nilSpeed = 0.0002 * this.naturalFrequency; if (x == null || xNormalization === 0) { return xGoal; } if (x === xGoal && this.velocity === 0) { return xGoal; } if (timeStepMilliseconds < 0) { return x; } // Exact solution to a critically damped second-order system, where: // acceleration = this.naturalFrequency * this.naturalFrequency * (xGoal // - x) - 2 * this.naturalFrequency * this.velocity; const deltaX = (x - xGoal); const intermediateVelocity = this.velocity + this.naturalFrequency * deltaX; const intermediateX = deltaX + timeStepMilliseconds * intermediateVelocity; const decay = Math.exp(-this.naturalFrequency * timeStepMilliseconds); const newVelocity = (intermediateVelocity - this.naturalFrequency * intermediateX) * decay; const acceleration = -this.naturalFrequency * (newVelocity + intermediateVelocity * decay); if (Math.abs(newVelocity) < nilSpeed * Math.abs(xNormalization) && acceleration * deltaX >= 0) { // This ensures the controls settle and stop calling this function instead // of asymptotically approaching their goal. this.velocity = 0; return xGoal; } else { this.velocity = newVelocity; return xGoal + intermediateX * decay; } } } //# sourceMappingURL=Damper.js.map