@lightningtv/renderer
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Lightning 3 Renderer
285 lines (251 loc) • 7.91 kB
text/typescript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* 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.
*/
import { type CoreNode, type CoreNodeAnimateProps } from '../CoreNode.js';
import { getTimingFunction } from '../utils.js';
import { mergeColorProgress } from '../../utils.js';
import { EventEmitter } from '../../common/EventEmitter.js';
export interface AnimationSettings {
duration: number;
delay: number;
easing: string;
loop: boolean;
repeat: number;
repeatDelay: number;
stopMethod: 'reverse' | 'reset' | false;
}
type PropValues = {
start: number;
target: number;
};
type PropValuesMap = Record<string, Record<string, PropValues>>;
export class CoreAnimation extends EventEmitter {
public settings: AnimationSettings;
private progress = 0;
private delayFor = 0;
private delay = 0;
private timingFunction: (t: number) => number | undefined;
propValuesMap: PropValuesMap = {};
constructor(
private node: CoreNode,
private props: Partial<CoreNodeAnimateProps>,
settings: Partial<AnimationSettings>,
) {
super();
for (const key in props) {
if (key !== 'shaderProps') {
if (this.propValuesMap['props'] === undefined) {
this.propValuesMap['props'] = {};
}
this.propValuesMap['props'][key] = {
start:
node[key as keyof Omit<CoreNodeAnimateProps, 'shaderProps'>] || 0,
target: props[
key as keyof Omit<CoreNodeAnimateProps, 'shaderProps'>
] as number,
};
} else if (key === 'shaderProps' && node.shader !== null) {
this.propValuesMap['shaderProps'] = {};
for (const key in props.shaderProps) {
let start = node.shader.props![key];
if (Array.isArray(start) === true) {
start = start[0];
}
this.propValuesMap['shaderProps'][key] = {
start,
target: props.shaderProps[key] as number,
};
}
}
}
const easing = settings.easing || 'linear';
const delay = settings.delay ?? 0;
this.settings = {
duration: settings.duration ?? 0,
delay,
easing,
loop: settings.loop ?? false,
repeat: settings.repeat ?? 0,
repeatDelay: settings.repeatDelay ?? 0,
stopMethod: settings.stopMethod ?? false,
};
this.timingFunction = getTimingFunction(easing);
this.delayFor = delay;
this.delay = delay;
}
reset() {
this.progress = 0;
this.delayFor = this.settings.delay || 0;
this.update(0);
}
private restoreValues(
target: Record<string, number>,
valueMap: Record<string, PropValues>,
) {
const entries = Object.entries(valueMap);
const eLength = entries.length;
for (let i = 0; i < eLength; i++) {
const [key, value] = entries[i]!;
target[key] = value.start;
}
}
restore() {
this.reset();
if (this.propValuesMap['props'] !== undefined) {
this.restoreValues(
this.node as unknown as Record<string, number>,
this.propValuesMap['props'],
);
}
if (this.propValuesMap['shaderProps'] !== undefined) {
this.restoreValues(
this.node.shader!.props as Record<string, number>,
this.propValuesMap['shaderProps'],
);
}
}
private reverseValues(valueMap: Record<string, PropValues>) {
const entries = Object.entries(valueMap);
const eLength = entries.length;
for (let i = 0; i < eLength; i++) {
const [key, value] = entries[i]!;
valueMap[key] = {
start: value.target,
target: value.start,
};
}
}
reverse() {
this.progress = 0;
if (this.propValuesMap['props'] !== undefined) {
this.reverseValues(this.propValuesMap['props']);
}
if (this.propValuesMap['shaderProps'] !== undefined) {
this.reverseValues(this.propValuesMap['shaderProps']);
}
// restore stop method if we are not looping
if (!this.settings.loop) {
this.settings.stopMethod = false;
}
}
private applyEasing(p: number, s: number, e: number): number {
return (this.timingFunction(p) || p) * (e - s) + s;
}
updateValue(
propName: string,
propValue: number,
startValue: number,
easing: string | undefined,
): number {
if (this.progress === 1) {
return propValue;
}
if (this.progress === 0) {
return startValue;
}
const endValue = propValue;
if (propName.indexOf('color') !== -1) {
if (startValue === endValue) {
return startValue;
}
if (easing) {
const easingProgressValue =
this.timingFunction(this.progress) || this.progress;
return mergeColorProgress(startValue, endValue, easingProgressValue);
}
return mergeColorProgress(startValue, endValue, this.progress);
}
if (easing) {
return this.applyEasing(this.progress, startValue, endValue);
}
return startValue + (endValue - startValue) * this.progress;
}
private updateValues(
target: Record<string, number>,
valueMap: Record<string, PropValues>,
easing: string | undefined,
) {
const entries = Object.entries(valueMap);
const eLength = entries.length;
for (let i = 0; i < eLength; i++) {
const [key, value] = entries[i]!;
target[key] = this.updateValue(key, value.target, value.start, easing);
}
}
update(dt: number) {
const { duration, loop, easing, stopMethod } = this.settings;
const { delayFor } = this;
if (duration === 0 && delayFor === 0) {
this.emit('finished', {});
return;
}
if (this.delayFor > 0) {
this.delayFor -= dt;
if (this.delayFor >= 0) {
// Either no or more delay left. Exit.
return;
} else {
// We went beyond the delay time, add it back to dt so we can continue
// with the animation.
dt = -this.delayFor;
this.delayFor = 0;
}
}
if (duration === 0) {
// No duration, we are done.
this.emit('finished', {});
return;
}
if (this.progress === 0) {
// Progress is 0, we are starting the post-delay part of the animation.
this.emit('animating', {});
}
this.progress += dt / duration;
if (this.progress > 1) {
this.progress = loop ? 0 : 1;
this.delayFor = this.delay;
if (stopMethod) {
// If there's a stop method emit finished so the stop method can be applied.
// TODO: We should probably reevaluate how stopMethod is implemented as currently
// stop method 'reset' does not work when looping.
this.emit('finished', {});
return;
}
}
if (this.propValuesMap['props'] !== undefined) {
this.updateValues(
this.node as unknown as Record<string, number>,
this.propValuesMap['props'],
easing,
);
}
if (this.propValuesMap['shaderProps'] !== undefined) {
this.updateValues(
this.node.shader!.props as Record<string, number>,
this.propValuesMap['shaderProps'],
easing,
);
}
if (this.progress < 1) {
this.emit('tick', { progress: this.progress });
}
if (this.progress === 1) {
this.emit('finished', {});
}
}
}