amis-rpc-design/node_modules/react-native/Libraries/Animated/animations/SpringAnimation.js

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2023-10-07 19:42:30 +08:00
/**
* 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.
*
* @flow
* @format
*/
'use strict';
import type {PlatformConfig} from '../AnimatedPlatformConfig';
import type AnimatedInterpolation from '../nodes/AnimatedInterpolation';
import type AnimatedValue from '../nodes/AnimatedValue';
import type AnimatedValueXY from '../nodes/AnimatedValueXY';
import type {AnimationConfig, EndCallback} from './Animation';
import NativeAnimatedHelper from '../NativeAnimatedHelper';
import AnimatedColor from '../nodes/AnimatedColor';
import * as SpringConfig from '../SpringConfig';
import Animation from './Animation';
import invariant from 'invariant';
export type SpringAnimationConfig = {
...AnimationConfig,
toValue:
| number
| AnimatedValue
| {
x: number,
y: number,
...
}
| AnimatedValueXY
| {
r: number,
g: number,
b: number,
a: number,
...
}
| AnimatedColor
| AnimatedInterpolation<number>,
overshootClamping?: boolean,
restDisplacementThreshold?: number,
restSpeedThreshold?: number,
velocity?:
| number
| {
x: number,
y: number,
...
},
bounciness?: number,
speed?: number,
tension?: number,
friction?: number,
stiffness?: number,
damping?: number,
mass?: number,
delay?: number,
};
export type SpringAnimationConfigSingle = {
...AnimationConfig,
toValue: number,
overshootClamping?: boolean,
restDisplacementThreshold?: number,
restSpeedThreshold?: number,
velocity?: number,
bounciness?: number,
speed?: number,
tension?: number,
friction?: number,
stiffness?: number,
damping?: number,
mass?: number,
delay?: number,
};
export default class SpringAnimation extends Animation {
_overshootClamping: boolean;
_restDisplacementThreshold: number;
_restSpeedThreshold: number;
_lastVelocity: number;
_startPosition: number;
_lastPosition: number;
_fromValue: number;
_toValue: number;
_stiffness: number;
_damping: number;
_mass: number;
_initialVelocity: number;
_delay: number;
_timeout: any;
_startTime: number;
_lastTime: number;
_frameTime: number;
_onUpdate: (value: number) => void;
_animationFrame: any;
_useNativeDriver: boolean;
_platformConfig: ?PlatformConfig;
constructor(config: SpringAnimationConfigSingle) {
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 = NativeAnimatedHelper.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(): {|
damping: number,
initialVelocity: number,
iterations: number,
mass: number,
platformConfig: ?PlatformConfig,
overshootClamping: boolean,
restDisplacementThreshold: number,
restSpeedThreshold: number,
stiffness: number,
toValue: any,
type: $TEMPORARY$string<'spring'>,
|} {
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: number,
onUpdate: (value: number) => void,
onEnd: ?EndCallback,
previousAnimation: ?Animation,
animatedValue: AnimatedValue,
): void {
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(): Object {
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 / 2mk (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(): void {
// 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: number = this._damping;
const m: number = this._mass;
const k: number = this._stiffness;
const v0: number = -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(): void {
super.stop();
this.__active = false;
clearTimeout(this._timeout);
global.cancelAnimationFrame(this._animationFrame);
this.__debouncedOnEnd({finished: false});
}
}