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react-native-reanimated

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More powerful alternative to Animated library for React Native.

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import { defineAnimation } from './util'; import { initialCalculations, calculateNewMassToMatchDuration, underDampedSpringCalculations, criticallyDampedSpringCalculations, isAnimationTerminatingCalculation } from './springUtils'; // TODO TYPESCRIPT This is a temporary type to get rid of .d.ts file. export const withSpring = (toValue, userConfig, callback) => { 'worklet'; return defineAnimation(toValue, () => { 'worklet'; const defaultConfig = { damping: 10, mass: 1, stiffness: 100, overshootClamping: false, restDisplacementThreshold: 0.01, restSpeedThreshold: 2, velocity: 0, duration: 2000, dampingRatio: 0.5 }; const config = { ...defaultConfig, ...userConfig, useDuration: !!(userConfig !== null && userConfig !== void 0 && userConfig.duration || userConfig !== null && userConfig !== void 0 && userConfig.dampingRatio), configIsInvalid: false }; if ([config.stiffness, config.damping, config.duration, config.dampingRatio, config.restDisplacementThreshold, config.restSpeedThreshold].some(x => x <= 0) || config.mass === 0) { config.configIsInvalid = true; console.warn("You have provided invalid spring animation configuration! \n Value of stiffness, damping, duration and damping ratio must be greater than zero, and mass can't equal zero."); } function springOnFrame(animation, now) { const { toValue, startTimestamp, current } = animation; const timeFromStart = now - startTimestamp; if (config.useDuration && timeFromStart >= config.duration) { animation.current = toValue; // clear lastTimestamp to avoid using stale value by the next spring animation that starts after this one animation.lastTimestamp = 0; return true; } if (config.configIsInvalid) { // We don't animate wrong config if (config.useDuration) return false;else { animation.current = toValue; animation.lastTimestamp = 0; return true; } } const { lastTimestamp, velocity } = animation; const deltaTime = Math.min(now - lastTimestamp, 64); animation.lastTimestamp = now; const t = deltaTime / 1000; const v0 = -velocity; const x0 = toValue - current; const { zeta, omega0, omega1 } = animation; const { position: newPosition, velocity: newVelocity } = zeta < 1 ? underDampedSpringCalculations(animation, { zeta, v0, x0, omega0, omega1, t }) : criticallyDampedSpringCalculations(animation, { v0, x0, omega0, t }); animation.current = newPosition; animation.velocity = newVelocity; const { isOvershooting, isVelocity, isDisplacement } = isAnimationTerminatingCalculation(animation, config); const springIsNotInMove = isOvershooting || isVelocity && isDisplacement; if (!config.useDuration && springIsNotInMove) { animation.velocity = 0; animation.current = toValue; // clear lastTimestamp to avoid using stale value by the next spring animation that starts after this one animation.lastTimestamp = 0; return true; } return false; } function isTriggeredTwice(previousAnimation, animation) { return (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.lastTimestamp) && (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.startTimestamp) && (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.toValue) === animation.toValue && (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.duration) === animation.duration && (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.dampingRatio) === animation.dampingRatio; } function onStart(animation, value, now, previousAnimation) { animation.current = value; animation.startValue = value; let mass = config.mass; const triggeredTwice = isTriggeredTwice(previousAnimation, animation); const duration = config.duration; const x0 = triggeredTwice ? // If animation is triggered twice we want to continue the previous animation // form the previous starting point previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.startValue : Number(animation.toValue) - value; if (previousAnimation) { animation.velocity = (triggeredTwice ? previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.velocity : (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.velocity) + config.velocity) || 0; } else { animation.velocity = config.velocity || 0; } if (triggeredTwice) { animation.zeta = (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.zeta) || 0; animation.omega0 = (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.omega0) || 0; animation.omega1 = (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.omega1) || 0; } else { if (config.useDuration) { const actualDuration = triggeredTwice ? // If animation is triggered twice we want to continue the previous animation // so we need to include the time that already elapsed duration - (((previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.lastTimestamp) || 0) - ((previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.startTimestamp) || 0)) : duration; config.duration = actualDuration; mass = calculateNewMassToMatchDuration(x0, config, animation.velocity); } const { zeta, omega0, omega1 } = initialCalculations(mass, config); animation.zeta = zeta; animation.omega0 = omega0; animation.omega1 = omega1; } animation.lastTimestamp = (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.lastTimestamp) || now; animation.startTimestamp = triggeredTwice ? (previousAnimation === null || previousAnimation === void 0 ? void 0 : previousAnimation.startTimestamp) || now : now; } return { onFrame: springOnFrame, onStart, toValue, velocity: config.velocity || 0, current: toValue, startValue: 0, callback, lastTimestamp: 0, startTimestamp: 0, zeta: 0, omega0: 0, omega1: 0 }; }); }; //# sourceMappingURL=spring.js.map