@tamagui/react-native-web-lite
Version:
React Native for Web
291 lines (262 loc) • 9.33 kB
JavaScript
/**
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @format
*/
'use strict'
import Animation from './Animation'
import SpringConfig from '../SpringConfig'
import { invariant } from '@tamagui/react-native-web-internals'
import { shouldUseNativeDriver } from '../NativeAnimatedHelper'
class SpringAnimation extends Animation {
_overshootClamping
_restDisplacementThreshold
_restSpeedThreshold
_lastVelocity
_startPosition
_lastPosition
_fromValue
_toValue
_stiffness
_damping
_mass
_initialVelocity
_delay
_timeout
_startTime
_lastTime
_frameTime
_onUpdate
_animationFrame
_useNativeDriver
_platformConfig
constructor(config) {
super()
this._overshootClamping = config.overshootClamping ?? false
this._restDisplacementThreshold = config.restDisplacementThreshold ?? 0.001
this._restSpeedThreshold = config.restSpeedThreshold ?? 0.001
this._initialVelocity = config.velocity ?? 0
this._lastVelocity = config.velocity ?? 0
this._toValue = config.toValue
this._delay = config.delay ?? 0
this._useNativeDriver = shouldUseNativeDriver(config)
this._platformConfig = config.platformConfig
this.__isInteraction = config.isInteraction ?? !this._useNativeDriver
this.__iterations = config.iterations ?? 1
if (
config.stiffness !== undefined ||
config.damping !== undefined ||
config.mass !== undefined
) {
invariant(
config.bounciness === undefined &&
config.speed === undefined &&
config.tension === undefined &&
config.friction === undefined,
'You can define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one'
)
this._stiffness = config.stiffness ?? 100
this._damping = config.damping ?? 10
this._mass = config.mass ?? 1
} else if (config.bounciness !== undefined || config.speed !== undefined) {
// Convert the origami bounciness/speed values to stiffness/damping
// We assume mass is 1.
invariant(
config.tension === undefined &&
config.friction === undefined &&
config.stiffness === undefined &&
config.damping === undefined &&
config.mass === undefined,
'You can define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one'
)
const springConfig = SpringConfig.fromBouncinessAndSpeed(
config.bounciness ?? 8,
config.speed ?? 12
)
this._stiffness = springConfig.stiffness
this._damping = springConfig.damping
this._mass = 1
} else {
// Convert the origami tension/friction values to stiffness/damping
// We assume mass is 1.
const springConfig = SpringConfig.fromOrigamiTensionAndFriction(
config.tension ?? 40,
config.friction ?? 7
)
this._stiffness = springConfig.stiffness
this._damping = springConfig.damping
this._mass = 1
}
invariant(this._stiffness > 0, 'Stiffness value must be greater than 0')
invariant(this._damping > 0, 'Damping value must be greater than 0')
invariant(this._mass > 0, 'Mass value must be greater than 0')
}
__getNativeAnimationConfig() {
return {
type: 'spring',
overshootClamping: this._overshootClamping,
restDisplacementThreshold: this._restDisplacementThreshold,
restSpeedThreshold: this._restSpeedThreshold,
stiffness: this._stiffness,
damping: this._damping,
mass: this._mass,
initialVelocity: this._initialVelocity ?? this._lastVelocity,
toValue: this._toValue,
iterations: this.__iterations,
platformConfig: this._platformConfig,
}
}
start(fromValue, onUpdate, onEnd, previousAnimation, animatedValue) {
this.__active = true
this._startPosition = fromValue
this._lastPosition = this._startPosition
this._onUpdate = onUpdate
this.__onEnd = onEnd
this._lastTime = Date.now()
this._frameTime = 0.0
if (previousAnimation instanceof SpringAnimation) {
const internalState = previousAnimation.getInternalState()
this._lastPosition = internalState.lastPosition
this._lastVelocity = internalState.lastVelocity
// Set the initial velocity to the last velocity
this._initialVelocity = this._lastVelocity
this._lastTime = internalState.lastTime
}
const start = () => {
if (this._useNativeDriver) {
this.__startNativeAnimation(animatedValue)
} else {
this.onUpdate()
}
}
// If this._delay is more than 0, we start after the timeout.
if (this._delay) {
this._timeout = setTimeout(start, this._delay)
} else {
start()
}
}
getInternalState() {
return {
lastPosition: this._lastPosition,
lastVelocity: this._lastVelocity,
lastTime: this._lastTime,
}
}
/**
* This spring model is based off of a damped harmonic oscillator
* (https://en.wikipedia.org/wiki/Harmonic_oscillator#Damped_harmonic_oscillator).
*
* We use the closed form of the second order differential equation:
*
* x'' + (2ζ⍵_0)x' + ⍵^2x = 0
*
* where
* ⍵_0 = √(k / m) (undamped angular frequency of the oscillator),
* ζ = c / 2√mk (damping ratio),
* c = damping constant
* k = stiffness
* m = mass
*
* The derivation of the closed form is described in detail here:
* http://planetmath.org/sites/default/files/texpdf/39745.pdf
*
* This algorithm happens to match the algorithm used by CASpringAnimation,
* a QuartzCore (iOS) API that creates spring animations.
*/
onUpdate() {
// If for some reason we lost a lot of frames (e.g. process large payload or
// stopped in the debugger), we only advance by 4 frames worth of
// computation and will continue on the next frame. It's better to have it
// running at faster speed than jumping to the end.
const MAX_STEPS = 64
let now = Date.now()
if (now > this._lastTime + MAX_STEPS) {
now = this._lastTime + MAX_STEPS
}
const deltaTime = (now - this._lastTime) / 1000
this._frameTime += deltaTime
const c = this._damping
const m = this._mass
const k = this._stiffness
const v0 = -this._initialVelocity
const zeta = c / (2 * Math.sqrt(k * m)) // damping ratio
const omega0 = Math.sqrt(k / m) // undamped angular frequency of the oscillator (rad/ms)
const omega1 = omega0 * Math.sqrt(1.0 - zeta * zeta) // exponential decay
const x0 = this._toValue - this._startPosition // calculate the oscillation from x0 = 1 to x = 0
let position = 0.0
let velocity = 0.0
const t = this._frameTime
if (zeta < 1) {
// Under damped
const envelope = Math.exp(-zeta * omega0 * t)
position =
this._toValue -
envelope *
(((v0 + zeta * omega0 * x0) / omega1) * Math.sin(omega1 * t) +
x0 * Math.cos(omega1 * t))
// This looks crazy -- it's actually just the derivative of the
// oscillation function
velocity =
zeta *
omega0 *
envelope *
((Math.sin(omega1 * t) * (v0 + zeta * omega0 * x0)) / omega1 +
x0 * Math.cos(omega1 * t)) -
envelope *
(Math.cos(omega1 * t) * (v0 + zeta * omega0 * x0) -
omega1 * x0 * Math.sin(omega1 * t))
} else {
// Critically damped
const envelope = Math.exp(-omega0 * t)
position = this._toValue - envelope * (x0 + (v0 + omega0 * x0) * t)
velocity = envelope * (v0 * (t * omega0 - 1) + t * x0 * (omega0 * omega0))
}
this._lastTime = now
this._lastPosition = position
this._lastVelocity = velocity
this._onUpdate(position)
if (!this.__active) {
// a listener might have stopped us in _onUpdate
return
}
// Conditions for stopping the spring animation
let isOvershooting = false
if (this._overshootClamping && this._stiffness !== 0) {
if (this._startPosition < this._toValue) {
isOvershooting = position > this._toValue
} else {
isOvershooting = position < this._toValue
}
}
const isVelocity = Math.abs(velocity) <= this._restSpeedThreshold
let isDisplacement = true
if (this._stiffness !== 0) {
isDisplacement =
Math.abs(this._toValue - position) <= this._restDisplacementThreshold
}
if (isOvershooting || (isVelocity && isDisplacement)) {
if (this._stiffness !== 0) {
// Ensure that we end up with a round value
this._lastPosition = this._toValue
this._lastVelocity = 0
this._onUpdate(this._toValue)
}
this.__debouncedOnEnd({ finished: true })
return
}
// $FlowFixMe[method-unbinding] added when improving typing for this parameters
this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this))
}
stop() {
super.stop()
this.__active = false
clearTimeout(this._timeout)
global.cancelAnimationFrame(this._animationFrame)
this.__debouncedOnEnd({ finished: false })
}
}
export default SpringAnimation