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react-native-reanimated

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More powerful alternative to Animated library for React Native.

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'use strict'; import { logger } from '../../common'; // This type contains all the properties from SpringConfig, which are changed to be required, // except for optional 'reduceMotion' and 'clamp' export function checkIfConfigIsValid(config) { 'worklet'; let errorMessage = ''; ['stiffness', 'damping', 'dampingRatio', 'mass', 'energyThreshold'].forEach(prop => { const value = config[prop]; if (value <= 0) { errorMessage += `, ${prop} must be grater than zero but got ${value}`; } }); if (config.duration < 0) { errorMessage += `, duration can't be negative, got ${config.duration}`; } if (config.clamp?.min && config.clamp?.max && config.clamp.min > config.clamp.max) { errorMessage += `, clamp.min should be lower than clamp.max, got clamp: {min: ${config.clamp.min}, max: ${config.clamp.max}} `; } if (errorMessage !== '') { logger.warn('Invalid spring config' + errorMessage); } return errorMessage === ''; } export function safeMergeConfigs(defaults, userConfig) { 'worklet'; if (!userConfig) { return defaults; } const filtered = Object.fromEntries(Object.entries(userConfig).filter(([, v]) => v !== undefined)); return { ...defaults, ...filtered }; } function bisectRoot({ min, max, func, precision, maxIterations = 20 }) { 'worklet'; const direction = func(max) >= func(min) ? 1 : -1; let idx = maxIterations; let current = (max + min) / 2; while (Math.abs(func(current)) > precision && idx > 0) { idx -= 1; if (func(current) * direction < 0) { min = current; } else { max = current; } current = (min + max) / 2; } return current; } export function initialCalculations(stiffness = 0, config) { 'worklet'; if (config.skipAnimation) { return { zeta: 0, omega0: 0, omega1: 0 }; } if (config.useDuration) { const { mass: m, dampingRatio: zeta } = config; /** * Omega0 and omega1 denote angular frequency and natural angular frequency, * see this link for formulas: * https://courses.lumenlearning.com/suny-osuniversityphysics/chapter/15-5-damped-oscillations/ */ const omega0 = Math.sqrt(stiffness / m); const omega1 = omega0 * Math.sqrt(1 - zeta ** 2); return { zeta, omega0, omega1 }; } else { const { damping: c, mass: m, stiffness: k } = config; 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 - zeta ** 2); // exponential decay return { zeta, omega0, omega1 }; } } /** * We make an assumption that we can manipulate zeta without changing duration * of movement. According to theory this change is small and tests shows that we * can indeed ignore it. */ export function scaleZetaToMatchClamps(animation, clamp) { 'worklet'; const { zeta, toValue, startValue } = animation; const toValueNum = Number(toValue); if (startValue === 0) { return zeta; } const [firstBound, secondBound] = startValue <= 0 ? [clamp.min, clamp.max] : [clamp.max, clamp.min]; /** * The extrema we get from equation below are relative (we obtain a ratio), To * get absolute extrema we convert it as follows: * * AbsoluteExtremum = startValue ± RelativeExtremum * (toValue - startValue) * Where ± denotes: * * - If extremum is over the target * - Otherwise */ const relativeExtremum1 = secondBound !== undefined ? Math.abs((secondBound - toValueNum) / startValue) : undefined; const relativeExtremum2 = firstBound !== undefined ? Math.abs((firstBound - toValueNum) / startValue) : undefined; /** * Use this formula http://hyperphysics.phy-astr.gsu.edu/hbase/oscda.html to * calculate first two extrema. These extrema are located where cos = +- 1 * * Therefore the first two extrema are: * * Math.exp(-zeta * Math.PI); (over the target) * Math.exp(-zeta * 2 * Math.PI); (before the target) */ const newZeta1 = relativeExtremum1 !== undefined ? Math.abs(Math.log(relativeExtremum1) / Math.PI) : undefined; const newZeta2 = relativeExtremum2 !== undefined ? Math.abs(Math.log(relativeExtremum2) / (2 * Math.PI)) : undefined; const zetaSatisfyingClamp = [newZeta1, newZeta2].filter(x => x !== undefined); // The bigger is zeta the smaller are bounces, we return the biggest one // because it should satisfy all conditions return Math.max(...zetaSatisfyingClamp, zeta); } export function getEnergy(displacement, velocity, stiffness, mass) { 'worklet'; const potentialEnergy = 0.5 * stiffness * displacement ** 2; const kineticEnergy = 0.5 * mass * velocity ** 2; return potentialEnergy + kineticEnergy; } /** Runs before initial */ export function calculateNewStiffnessToMatchDuration(x0, config, v0) { 'worklet'; if (config.skipAnimation) { return 0; } /** * Use this formula: * https://phys.libretexts.org/Bookshelves/University_Physics/Book%3A_University_Physics_(OpenStax)/Book%3A_University_Physics_I_-_Mechanics_Sound_Oscillations_and_Waves_(OpenStax)/15%3A_Oscillations/15.06%3A_Damped_Oscillations * to find the asymptote and estimate the damping that gives us the expected * duration * * ⎛ ⎛ c⎞ ⎞ * ⎜-⎜──⎟ ⋅ duration⎟ * ⎝ ⎝2m⎠ ⎠ * A ⋅ e = threshold */ const { dampingRatio: zeta, energyThreshold: threshold, mass: m, duration: targetDuration } = config; const energyDiffForStiffness = stiffness => { 'worklet'; const perceptualCoefficient = 1.5; const MILLISECONDS_IN_SECOND = 1000; const settlingDuration = targetDuration * perceptualCoefficient / MILLISECONDS_IN_SECOND; const omega0 = Math.sqrt(stiffness / m) * zeta; const xtk = (x0 + (v0 + x0 * omega0) * settlingDuration) * Math.exp(-omega0 * settlingDuration); const vtk = (x0 + (v0 + x0 * omega0) * settlingDuration) * Math.exp(-omega0 * settlingDuration) * -omega0 + (v0 + x0 * omega0) * Math.exp(-omega0 * settlingDuration); const e0 = getEnergy(x0, v0, stiffness, m); const etk = getEnergy(xtk, vtk, stiffness, m); const energyFraction = etk / e0; return energyFraction - threshold; }; const precision = config.energyThreshold * 1e-3; // Experimentally seems to be good enough. // Bisection turns out to be much faster than Newton's method in our case return bisectRoot({ min: Number.EPSILON, max: 8e3 /* Stiffness for 8ms animation doesn't exceed 2e3, we add some safety margin on top of that. */, func: energyDiffForStiffness, precision, maxIterations: 100 }); } export function criticallyDampedSpringCalculations(animation, precalculatedValues) { 'worklet'; const { toValue } = animation; const { v0, x0, omega0, t } = precalculatedValues; const criticallyDampedEnvelope = Math.exp(-omega0 * t); const criticallyDampedPosition = toValue + criticallyDampedEnvelope * (x0 + (v0 + omega0 * x0) * t); const criticallyDampedVelocity = criticallyDampedEnvelope * -omega0 * (x0 + (v0 + omega0 * x0) * t) + criticallyDampedEnvelope * (v0 + omega0 * x0); return { position: criticallyDampedPosition, velocity: criticallyDampedVelocity }; } export function underDampedSpringCalculations(animation, precalculatedValues) { 'worklet'; const { toValue } = animation; const { zeta, t, omega0, omega1, x0, v0 } = precalculatedValues; const sin1 = Math.sin(omega1 * t); const cos1 = Math.cos(omega1 * t); // under damped const underDampedEnvelope = Math.exp(-zeta * omega0 * t); const underDampedFrag1 = underDampedEnvelope * (sin1 * ((v0 + zeta * omega0 * x0) / omega1) + x0 * cos1); const underDampedPosition = toValue + underDampedFrag1; // This looks crazy -- it's actually just the derivative of the oscillation function const underDampedVelocity = -zeta * omega0 * underDampedFrag1 + underDampedEnvelope * (cos1 * (v0 + zeta * omega0 * x0) - omega1 * x0 * sin1); return { position: underDampedPosition, velocity: underDampedVelocity }; } export function isAnimationTerminatingCalculation(animation, config) { 'worklet'; const { toValue, velocity, startValue, current, initialEnergy } = animation; if (config.overshootClamping) { const leftBound = startValue >= 0 ? toValue : toValue + startValue; const rightBound = leftBound + Math.abs(startValue); if (current < leftBound || current > rightBound) { return true; } } const currentEnergy = getEnergy(toValue - current, velocity, config.stiffness, config.mass); return initialEnergy === 0 || currentEnergy / initialEnergy <= config.energyThreshold; } //# sourceMappingURL=springUtils.js.map