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rebound.js
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// Rebound
// =======
// **Rebound** is a simple library that models Spring dynamics for the
// purpose of driving physical animations.
//
// Origin
// ------
// [Rebound](http://facebook.github.io/rebound) was originally written
// in Java to provide a lightweight physics system for
// [Home](https://play.google.com/store/apps/details?id=com.facebook.home) and
// [Chat Heads](https://play.google.com/store/apps/details?id=com.facebook.orca)
// on Android. It's now been adopted by several other Android
// applications. This JavaScript port was written to provide a quick
// way to demonstrate Rebound animations on the web for a
// [conference talk](https://www.youtube.com/watch?v=s5kNm-DgyjY). Since then
// the JavaScript version has been used to build some really nice interfaces.
// Check out [brandonwalkin.com](http://brandonwalkin.com) for an
// example.
//
// Overview
// --------
// The Library provides a SpringSystem for maintaining a set of Spring
// objects and iterating those Springs through a physics solver loop
// until equilibrium is achieved. The Spring class is the basic
// animation driver provided by Rebound. By attaching a listener to
// a Spring, you can observe its motion. The observer function is
// notified of position changes on the spring as it solves for
// equilibrium. These position updates can be mapped to an animation
// range to drive animated property updates on your user interface
// elements (translation, rotation, scale, etc).
//
// Example
// -------
// Here's a simple example. Pressing and releasing on the logo below
// will cause it to scale up and down with a springy animation.
//
// <div style="text-align:center; margin-bottom:50px; margin-top:50px">
// <img
// src="http://facebook.github.io/rebound/images/rebound.png"
// id="logo"
// />
// </div>
// <script src="../rebound.min.js"></script>
// <script>
//
// function scale(el, val) {
// el.style.mozTransform =
// el.style.msTransform =
// el.style.webkitTransform =
// el.style.transform = 'scale3d(' + val + ', ' + val + ', 1)';
// }
// var el = document.getElementById('logo');
//
// var springSystem = new rebound.SpringSystem();
// var spring = springSystem.createSpring(50, 3);
// spring.addListener({
// onSpringUpdate: function(spring) {
// var val = spring.getCurrentValue();
// val = rebound.MathUtil.mapValueInRange(val, 0, 1, 1, 0.5);
// scale(el, val);
// }
// });
//
// el.addEventListener('mousedown', function() {
// spring.setEndValue(1);
// });
//
// el.addEventListener('mouseout', function() {
// spring.setEndValue(0);
// });
//
// el.addEventListener('mouseup', function() {
// spring.setEndValue(0);
// });
//
// </script>
//
// Here's how it works.
//
// ```
// // Get a reference to the logo element.
// var el = document.getElementById('logo');
//
// // create a SpringSystem and a Spring with a bouncy config.
// var springSystem = new rebound.SpringSystem();
// var spring = springSystem.createSpring(50, 3);
//
// // Add a listener to the spring. Every time the physics
// // solver updates the Spring's value onSpringUpdate will
// // be called.
// spring.addListener({
// onSpringUpdate: function(spring) {
// var val = spring.getCurrentValue();
// val = rebound.MathUtil
// .mapValueInRange(val, 0, 1, 1, 0.5);
// scale(el, val);
// }
// });
//
// // Listen for mouse down/up/out and toggle the
// //springs endValue from 0 to 1.
// el.addEventListener('mousedown', function() {
// spring.setEndValue(1);
// });
//
// el.addEventListener('mouseout', function() {
// spring.setEndValue(0);
// });
//
// el.addEventListener('mouseup', function() {
// spring.setEndValue(0);
// });
//
// // Helper for scaling an element with css transforms.
// function scale(el, val) {
// el.style.mozTransform =
// el.style.msTransform =
// el.style.webkitTransform =
// el.style.transform = 'scale3d(' +
// val + ', ' + val + ', 1)';
// }
// ```
(function() {
var rebound = {};
var util = rebound.util = {};
var concat = Array.prototype.concat;
var slice = Array.prototype.slice;
// Bind a function to a context object.
util.bind = function bind(func, context) {
var args = slice.call(arguments, 2);
return function() {
func.apply(context, concat.call(args, slice.call(arguments)));
};
};
// Add all the properties in the source to the target.
util.extend = function extend(target, source) {
for (var key in source) {
if (source.hasOwnProperty(key)) {
target[key] = source[key];
}
}
};
// SpringSystem
// ------------
// **SpringSystem** is a set of Springs that all run on the same physics
// timing loop. To get started with a Rebound animation you first
// create a new SpringSystem and then add springs to it.
var SpringSystem = rebound.SpringSystem = function SpringSystem(looper) {
this._springRegistry = {};
this._activeSprings = [];
this.listeners = [];
this._idleSpringIndices = [];
this.looper = looper || new AnimationLooper();
this.looper.springSystem = this;
};
util.extend(SpringSystem.prototype, {
_springRegistry: null,
_isIdle: true,
_lastTimeMillis: -1,
_activeSprings: null,
listeners: null,
_idleSpringIndices: null,
// A SpringSystem is iterated by a looper. The looper is responsible
// for executing each frame as the SpringSystem is resolved to idle.
// There are three types of Loopers described below AnimationLooper,
// SimulationLooper, and SteppingSimulationLooper. AnimationLooper is
// the default as it is the most useful for common UI animations.
setLooper: function(looper) {
this.looper = looper;
looper.springSystem = this;
},
// Add a new spring to this SpringSystem. This Spring will now be solved for
// during the physics iteration loop. By default the spring will use the
// default Origami spring config with 40 tension and 7 friction, but you can
// also provide your own values here.
createSpring: function(tension, friction) {
var springConfig;
if (tension === undefined || friction === undefined) {
springConfig = SpringConfig.DEFAULT_ORIGAMI_SPRING_CONFIG;
} else {
springConfig =
SpringConfig.fromOrigamiTensionAndFriction(tension, friction);
}
return this.createSpringWithConfig(springConfig);
},
// Add a spring with a specified bounciness and speed. To replicate Origami
// compositions based on PopAnimation patches, use this factory method to
// create matching springs.
createSpringWithBouncinessAndSpeed: function(bounciness, speed) {
var springConfig;
if (bounciness === undefined || speed === undefined) {
springConfig = SpringConfig.DEFAULT_ORIGAMI_SPRING_CONFIG;
} else {
springConfig =
SpringConfig.fromBouncinessAndSpeed(bounciness, speed);
}
return this.createSpringWithConfig(springConfig);
},
// Add a spring with the provided SpringConfig.
createSpringWithConfig: function(springConfig) {
var spring = new Spring(this);
this.registerSpring(spring);
spring.setSpringConfig(springConfig);
return spring;
},
// You can check if a SpringSystem is idle or active by calling
// getIsIdle. If all of the Springs in the SpringSystem are at rest,
// i.e. the physics forces have reached equilibrium, then this
// method will return true.
getIsIdle: function() {
return this._isIdle;
},
// Retrieve a specific Spring from the SpringSystem by id. This
// can be useful for inspecting the state of a spring before
// or after an integration loop in the SpringSystem executes.
getSpringById: function (id) {
return this._springRegistry[id];
},
// Get a listing of all the springs registered with this
// SpringSystem.
getAllSprings: function() {
var vals = [];
for (var id in this._springRegistry) {
if (this._springRegistry.hasOwnProperty(id)) {
vals.push(this._springRegistry[id]);
}
}
return vals;
},
// registerSpring is called automatically as soon as you create
// a Spring with SpringSystem#createSpring. This method sets the
// spring up in the registry so that it can be solved in the
// solver loop.
registerSpring: function(spring) {
this._springRegistry[spring.getId()] = spring;
},
// Deregister a spring with this SpringSystem. The SpringSystem will
// no longer consider this Spring during its integration loop once
// this is called. This is normally done automatically for you when
// you call Spring#destroy.
deregisterSpring: function(spring) {
removeFirst(this._activeSprings, spring);
delete this._springRegistry[spring.getId()];
},
advance: function(time, deltaTime) {
while(this._idleSpringIndices.length > 0) this._idleSpringIndices.pop();
for (var i = 0, len = this._activeSprings.length; i < len; i++) {
var spring = this._activeSprings[i];
if (spring.systemShouldAdvance()) {
spring.advance(time / 1000.0, deltaTime / 1000.0);
} else {
this._idleSpringIndices.push(this._activeSprings.indexOf(spring));
}
}
while(this._idleSpringIndices.length > 0) {
var idx = this._idleSpringIndices.pop();
idx >= 0 && this._activeSprings.splice(idx, 1);
}
},
// This is our main solver loop called to move the simulation
// forward through time. Before each pass in the solver loop
// onBeforeIntegrate is called on an any listeners that have
// registered themeselves with the SpringSystem. This gives you
// an opportunity to apply any constraints or adjustments to
// the springs that should be enforced before each iteration
// loop. Next the advance method is called to move each Spring in
// the systemShouldAdvance forward to the current time. After the
// integration step runs in advance, onAfterIntegrate is called
// on any listeners that have registered themselves with the
// SpringSystem. This gives you an opportunity to run any post
// integration constraints or adjustments on the Springs in the
// SpringSystem.
loop: function(currentTimeMillis) {
var listener;
if (this._lastTimeMillis === -1) {
this._lastTimeMillis = currentTimeMillis -1;
}
var ellapsedMillis = currentTimeMillis - this._lastTimeMillis;
this._lastTimeMillis = currentTimeMillis;
var i = 0, len = this.listeners.length;
for (i = 0; i < len; i++) {
listener = this.listeners[i];
listener.onBeforeIntegrate && listener.onBeforeIntegrate(this);
}
this.advance(currentTimeMillis, ellapsedMillis);
if (this._activeSprings.length === 0) {
this._isIdle = true;
this._lastTimeMillis = -1;
}
for (i = 0; i < len; i++) {
listener = this.listeners[i];
listener.onAfterIntegrate && listener.onAfterIntegrate(this);
}
if (!this._isIdle) {
this.looper.run();
}
},
// activateSpring is used to notify the SpringSystem that a Spring
// has become displaced. The system responds by starting its solver
// loop up if it is currently idle.
activateSpring: function(springId) {
var spring = this._springRegistry[springId];
if (this._activeSprings.indexOf(spring) == -1) {
this._activeSprings.push(spring);
}
if (this.getIsIdle()) {
this._isIdle = false;
this.looper.run();
}
},
// Add a listener to the SpringSystem so that you can receive
// before/after integration notifications allowing Springs to be
// constrained or adjusted.
addListener: function(listener) {
this.listeners.push(listener);
},
// Remove a previously added listener on the SpringSystem.
removeListener: function(listener) {
removeFirst(this.listeners, listener);
},
// Remove all previously added listeners on the SpringSystem.
removeAllListeners: function() {
this.listeners = [];
}
});
// Spring
// ------
// **Spring** provides a model of a classical spring acting to
// resolve a body to equilibrium. Springs have configurable
// tension which is a force multipler on the displacement of the
// spring from its rest point or `endValue` as defined by [Hooke's
// law](http://en.wikipedia.org/wiki/Hooke's_law). Springs also have
// configurable friction, which ensures that they do not oscillate
// infinitely. When a Spring is displaced by updating it's resting
// or `currentValue`, the SpringSystems that contain that Spring
// will automatically start looping to solve for equilibrium. As each
// timestep passes, `SpringListener` objects attached to the Spring
// will be notified of the updates providing a way to drive an
// animation off of the spring's resolution curve.
var Spring = rebound.Spring = function Spring(springSystem) {
this._id = 's' + Spring._ID++;
this._springSystem = springSystem;
this.listeners = [];
this._currentState = new PhysicsState();
this._previousState = new PhysicsState();
this._tempState = new PhysicsState();
};
util.extend(Spring, {
_ID: 0,
MAX_DELTA_TIME_SEC: 0.064,
SOLVER_TIMESTEP_SEC: 0.001
});
util.extend(Spring.prototype, {
_id: 0,
_springConfig: null,
_overshootClampingEnabled: false,
_currentState: null,
_previousState: null,
_tempState: null,
_startValue: 0,
_endValue: 0,
_wasAtRest: true,
_restSpeedThreshold: 0.001,
_displacementFromRestThreshold: 0.001,
listeners: null,
_timeAccumulator: 0,
_springSystem: null,
// Remove a Spring from simulation and clear its listeners.
destroy: function() {
this.listeners = [];
this._springSystem.deregisterSpring(this);
},
// Get the id of the spring, which can be used to retrieve it from
// the SpringSystems it participates in later.
getId: function() {
return this._id;
},
// Set the configuration values for this Spring. A SpringConfig
// contains the tension and friction values used to solve for the
// equilibrium of the Spring in the physics loop.
setSpringConfig: function(springConfig) {
this._springConfig = springConfig;
return this;
},
// Retrieve the SpringConfig used by this Spring.
getSpringConfig: function() {
return this._springConfig;
},
// Set the current position of this Spring. Listeners will be updated
// with this value immediately. If the rest or `endValue` is not
// updated to match this value, then the spring will be dispalced and
// the SpringSystem will start to loop to restore the spring to the
// `endValue`.
//
// A common pattern is to move a Spring around without animation by
// calling.
//
// ```
// spring.setCurrentValue(n).setAtRest();
// ```
//
// This moves the Spring to a new position `n`, sets the endValue
// to `n`, and removes any velocity from the `Spring`. By doing
// this you can allow the `SpringListener` to manage the position
// of UI elements attached to the spring even when moving without
// animation. For example, when dragging an element you can
// update the position of an attached view through a spring
// by calling `spring.setCurrentValue(x)`. When
// the gesture ends you can update the Springs
// velocity and endValue
// `spring.setVelocity(gestureEndVelocity).setEndValue(flingTarget)`
// to cause it to naturally animate the UI element to the resting
// position taking into account existing velocity. The codepaths for
// synchronous movement and spring driven animation can
// be unified using this technique.
setCurrentValue: function(currentValue, skipSetAtRest) {
this._startValue = currentValue;
this._currentState.position = currentValue;
if (!skipSetAtRest) {
this.setAtRest();
}
this.notifyPositionUpdated(false, false);
return this;
},
// Get the position that the most recent animation started at. This
// can be useful for determining the number off oscillations that
// have occurred.
getStartValue: function() {
return this._startValue;
},
// Retrieve the current value of the Spring.
getCurrentValue: function() {
return this._currentState.position;
},
// Get the absolute distance of the Spring from it's resting endValue
// position.
getCurrentDisplacementDistance: function() {
return this.getDisplacementDistanceForState(this._currentState);
},
getDisplacementDistanceForState: function(state) {
return Math.abs(this._endValue - state.position);
},
// Set the endValue or resting position of the spring. If this
// value is different than the current value, the SpringSystem will
// be notified and will begin running its solver loop to resolve
// the Spring to equilibrium. Any listeners that are registered
// for onSpringEndStateChange will also be notified of this update
// immediately.
setEndValue: function(endValue) {
if (this._endValue == endValue && this.isAtRest()) {
return this;
}
this._startValue = this.getCurrentValue();
this._endValue = endValue;
this._springSystem.activateSpring(this.getId());
for (var i = 0, len = this.listeners.length; i < len; i++) {
var listener = this.listeners[i];
var onChange = listener.onSpringEndStateChange;
onChange && onChange(this);
}
return this;
},
// Retrieve the endValue or resting position of this spring.
getEndValue: function() {
return this._endValue;
},
// Set the current velocity of the Spring. As previously mentioned,
// this can be useful when you are performing a direct manipulation
// gesture. When a UI element is released you may call setVelocity
// on its animation Spring so that the Spring continues with the
// same velocity as the gesture ended with. The friction, tension,
// and displacement of the Spring will then govern its motion to
// return to rest on a natural feeling curve.
setVelocity: function(velocity) {
if (velocity === this._currentState.velocity) {
return this;
}
this._currentState.velocity = velocity;
this._springSystem.activateSpring(this.getId());
return this;
},
// Get the current velocity of the Spring.
getVelocity: function() {
return this._currentState.velocity;
},
// Set a threshold value for the movement speed of the Spring below
// which it will be considered to be not moving or resting.
setRestSpeedThreshold: function(restSpeedThreshold) {
this._restSpeedThreshold = restSpeedThreshold;
return this;
},
// Retrieve the rest speed threshold for this Spring.
getRestSpeedThreshold: function() {
return this._restSpeedThreshold;
},
// Set a threshold value for displacement below which the Spring
// will be considered to be not displaced i.e. at its resting
// `endValue`.
setRestDisplacementThreshold: function(displacementFromRestThreshold) {
this._displacementFromRestThreshold = displacementFromRestThreshold;
},
// Retrieve the rest displacement threshold for this spring.
getRestDisplacementThreshold: function() {
return this._displacementFromRestThreshold;
},
// Enable overshoot clamping. This means that the Spring will stop
// immediately when it reaches its resting position regardless of
// any existing momentum it may have. This can be useful for certain
// types of animations that should not oscillate such as a scale
// down to 0 or alpha fade.
setOvershootClampingEnabled: function(enabled) {
this._overshootClampingEnabled = enabled;
return this;
},
// Check if overshoot clamping is enabled for this spring.
isOvershootClampingEnabled: function() {
return this._overshootClampingEnabled;
},
// Check if the Spring has gone past its end point by comparing
// the direction it was moving in when it started to the current
// position and end value.
isOvershooting: function() {
var start = this._startValue;
var end = this._endValue;
return this._springConfig.tension > 0 &&
((start < end && this.getCurrentValue() > end) ||
(start > end && this.getCurrentValue() < end));
},
// Spring.advance is the main solver method for the Spring. It takes
// the current time and delta since the last time step and performs
// an RK4 integration to get the new position and velocity state
// for the Spring based on the tension, friction, velocity, and
// displacement of the Spring.
advance: function(time, realDeltaTime) {
var isAtRest = this.isAtRest();
if (isAtRest && this._wasAtRest) {
return;
}
var adjustedDeltaTime = realDeltaTime;
if (realDeltaTime > Spring.MAX_DELTA_TIME_SEC) {
adjustedDeltaTime = Spring.MAX_DELTA_TIME_SEC;
}
this._timeAccumulator += adjustedDeltaTime;
var tension = this._springConfig.tension,
friction = this._springConfig.friction,
position = this._currentState.position,
velocity = this._currentState.velocity,
tempPosition = this._tempState.position,
tempVelocity = this._tempState.velocity,
aVelocity, aAcceleration,
bVelocity, bAcceleration,
cVelocity, cAcceleration,
dVelocity, dAcceleration,
dxdt, dvdt;
while(this._timeAccumulator >= Spring.SOLVER_TIMESTEP_SEC) {
this._timeAccumulator -= Spring.SOLVER_TIMESTEP_SEC;
if (this._timeAccumulator < Spring.SOLVER_TIMESTEP_SEC) {
this._previousState.position = position;
this._previousState.velocity = velocity;
}
aVelocity = velocity;
aAcceleration =
(tension * (this._endValue - tempPosition)) - friction * velocity;
tempPosition = position + aVelocity * Spring.SOLVER_TIMESTEP_SEC * 0.5;
tempVelocity =
velocity + aAcceleration * Spring.SOLVER_TIMESTEP_SEC * 0.5;
bVelocity = tempVelocity;
bAcceleration =
(tension * (this._endValue - tempPosition)) - friction * tempVelocity;
tempPosition = position + bVelocity * Spring.SOLVER_TIMESTEP_SEC * 0.5;
tempVelocity =
velocity + bAcceleration * Spring.SOLVER_TIMESTEP_SEC * 0.5;
cVelocity = tempVelocity;
cAcceleration =
(tension * (this._endValue - tempPosition)) - friction * tempVelocity;
tempPosition = position + cVelocity * Spring.SOLVER_TIMESTEP_SEC * 0.5;
tempVelocity =
velocity + cAcceleration * Spring.SOLVER_TIMESTEP_SEC * 0.5;
dVelocity = tempVelocity;
dAcceleration =
(tension * (this._endValue - tempPosition)) - friction * tempVelocity;
dxdt =
1.0/6.0 * (aVelocity + 2.0 * (bVelocity + cVelocity) + dVelocity);
dvdt = 1.0/6.0 * (
aAcceleration + 2.0 * (bAcceleration + cAcceleration) + dAcceleration
);
position += dxdt * Spring.SOLVER_TIMESTEP_SEC;
velocity += dvdt * Spring.SOLVER_TIMESTEP_SEC;
}
this._tempState.position = tempPosition;
this._tempState.velocity = tempVelocity;
this._currentState.position = position;
this._currentState.velocity = velocity;
if (this._timeAccumulator > 0) {
this._interpolate(this._timeAccumulator / Spring.SOLVER_TIMESTEP_SEC);
}
if (this.isAtRest() ||
this._overshootClampingEnabled && this.isOvershooting()) {
if (this._springConfig.tension > 0) {
this._startValue = this._endValue;
this._currentState.position = this._endValue;
} else {
this._endValue = this._currentState.position;
this._startValue = this._endValue;
}
this.setVelocity(0);
isAtRest = true;
}
var notifyActivate = false;
if (this._wasAtRest) {
this._wasAtRest = false;
notifyActivate = true;
}
var notifyAtRest = false;
if (isAtRest) {
this._wasAtRest = true;
notifyAtRest = true;
}
this.notifyPositionUpdated(notifyActivate, notifyAtRest);
},
notifyPositionUpdated: function(notifyActivate, notifyAtRest) {
for (var i = 0, len = this.listeners.length; i < len; i++) {
var listener = this.listeners[i];
if (notifyActivate && listener.onSpringActivate) {
listener.onSpringActivate(this);
}
if (listener.onSpringUpdate) {
listener.onSpringUpdate(this);
}
if (notifyAtRest && listener.onSpringAtRest) {
listener.onSpringAtRest(this);
}
}
},
// Check if the SpringSystem should advance. Springs are advanced
// a final frame after they reach equilibrium to ensure that the
// currentValue is exactly the requested endValue regardless of the
// displacement threshold.
systemShouldAdvance: function() {
return !this.isAtRest() || !this.wasAtRest();
},
wasAtRest: function() {
return this._wasAtRest;
},
// Check if the Spring is atRest meaning that it's currentValue and
// endValue are the same and that it has no velocity. The previously
// described thresholds for speed and displacement define the bounds
// of this equivalence check. If the Spring has 0 tension, then it will
// be considered at rest whenever its absolute velocity drops below the
// restSpeedThreshold.
isAtRest: function() {
return Math.abs(this._currentState.velocity) < this._restSpeedThreshold &&
(this.getDisplacementDistanceForState(this._currentState) <=
this._displacementFromRestThreshold ||
this._springConfig.tension === 0);
},
// Force the spring to be at rest at its current position. As
// described in the documentation for setCurrentValue, this method
// makes it easy to do synchronous non-animated updates to ui
// elements that are attached to springs via SpringListeners.
setAtRest: function() {
this._endValue = this._currentState.position;
this._tempState.position = this._currentState.position;
this._currentState.velocity = 0;
return this;
},
_interpolate: function(alpha) {
this._currentState.position = this._currentState.position *
alpha + this._previousState.position * (1 - alpha);
this._currentState.velocity = this._currentState.velocity *
alpha + this._previousState.velocity * (1 - alpha);
},
getListeners: function() {
return this.listeners;
},
addListener: function(newListener) {
this.listeners.push(newListener);
return this;
},
removeListener: function(listenerToRemove) {
removeFirst(this.listeners, listenerToRemove);
return this;
},
removeAllListeners: function() {
this.listeners = [];
return this;
},
currentValueIsApproximately: function(value) {
return Math.abs(this.getCurrentValue() - value) <=
this.getRestDisplacementThreshold();
}
});
// PhysicsState
// ------------
// **PhysicsState** consists of a position and velocity. A Spring uses
// this internally to keep track of its current and prior position and
// velocity values.
var PhysicsState = function PhysicsState() {};
util.extend(PhysicsState.prototype, {
position: 0,
velocity: 0
});
// SpringConfig
// ------------
// **SpringConfig** maintains a set of tension and friction constants
// for a Spring. You can use fromOrigamiTensionAndFriction to convert
// values from the [Origami](http://facebook.github.io/origami/)
// design tool directly to Rebound spring constants.
var SpringConfig = rebound.SpringConfig =
function SpringConfig(tension, friction) {
this.tension = tension;
this.friction = friction;
};
// Loopers
// -------
// **AnimationLooper** plays each frame of the SpringSystem on animation
// timing loop. This is the default type of looper for a new spring system
// as it is the most common when developing UI.
var AnimationLooper = rebound.AnimationLooper = function AnimationLooper() {
this.springSystem = null;
var _this = this;
var _run = function() {
_this.springSystem.loop(Date.now());
};
this.run = function() {
util.onFrame(_run);
};
};
// **SimulationLooper** resolves the SpringSystem to a resting state in a
// tight and blocking loop. This is useful for synchronously generating
// pre-recorded animations that can then be played on a timing loop later.
// Sometimes this lead to better performance to pre-record a single spring
// curve and use it to drive many animations; however, it can make dynamic
// response to user input a bit trickier to implement.
rebound.SimulationLooper = function SimulationLooper(timestep) {
this.springSystem = null;
var time = 0;
var running = false;
timestep=timestep || 16.667;
this.run = function() {
if (running) {
return;
}
running = true;
while(!this.springSystem.getIsIdle()) {
this.springSystem.loop(time+=timestep);
}
running = false;
};
};
// **SteppingSimulationLooper** resolves the SpringSystem one step at a
// time controlled by an outside loop. This is useful for testing and
// verifying the behavior of a SpringSystem or if you want to control your own
// timing loop for some reason e.g. slowing down or speeding up the
// simulation.
rebound.SteppingSimulationLooper = function(timestep) {
this.springSystem = null;
var time = 0;
// this.run is NOOP'd here to allow control from the outside using
// this.step.
this.run = function(){};
// Perform one step toward resolving the SpringSystem.
this.step = function(timestep) {
this.springSystem.loop(time+=timestep);
};
};
// Math for converting from
// [Origami](http://facebook.github.io/origami/) to
// [Rebound](http://facebook.github.io/rebound).
// You mostly don't need to worry about this, just use
// SpringConfig.fromOrigamiTensionAndFriction(v, v);
var OrigamiValueConverter = rebound.OrigamiValueConverter = {
tensionFromOrigamiValue: function(oValue) {
return (oValue - 30.0) * 3.62 + 194.0;
},
origamiValueFromTension: function(tension) {
return (tension - 194.0) / 3.62 + 30.0;
},
frictionFromOrigamiValue: function(oValue) {
return (oValue - 8.0) * 3.0 + 25.0;
},
origamiFromFriction: function(friction) {
return (friction - 25.0) / 3.0 + 8.0;
}
};
// BouncyConversion provides math for converting from Origami PopAnimation
// config values to regular Origami tension and friction values. If you are
// trying to replicate prototypes made with PopAnimation patches in Origami,
// then you should create your springs with
// SpringSystem.createSpringWithBouncinessAndSpeed, which uses this Math
// internally to create a spring to match the provided PopAnimation
// configuration from Origami.
var BouncyConversion = rebound.BouncyConversion = function(bounciness, speed){
this.bounciness = bounciness;
this.speed = speed;
var b = this.normalize(bounciness / 1.7, 0, 20.0);
b = this.projectNormal(b, 0.0, 0.8);
var s = this.normalize(speed / 1.7, 0, 20.0);
this.bouncyTension = this.projectNormal(s, 0.5, 200)
this.bouncyFriction = this.quadraticOutInterpolation(
b,
this.b3Nobounce(this.bouncyTension),
0.01);
}
util.extend(BouncyConversion.prototype, {
normalize: function(value, startValue, endValue) {
return (value - startValue) / (endValue - startValue);
},
projectNormal: function(n, start, end) {
return start + (n * (end - start));
},
linearInterpolation: function(t, start, end) {
return t * end + (1.0 - t) * start;
},
quadraticOutInterpolation: function(t, start, end) {
return this.linearInterpolation(2*t - t*t, start, end);
},
b3Friction1: function(x) {
return (0.0007 * Math.pow(x, 3)) -
(0.031 * Math.pow(x, 2)) + 0.64 * x + 1.28;
},
b3Friction2: function(x) {
return (0.000044 * Math.pow(x, 3)) -
(0.006 * Math.pow(x, 2)) + 0.36 * x + 2.;
},
b3Friction3: function(x) {
return (0.00000045 * Math.pow(x, 3)) -
(0.000332 * Math.pow(x, 2)) + 0.1078 * x + 5.84;
},
b3Nobounce: function(tension) {
var friction = 0;
if (tension <= 18) {
friction = this.b3Friction1(tension);
} else if (tension > 18 && tension <= 44) {
friction = this.b3Friction2(tension);
} else {
friction = this.b3Friction3(tension);
}
return friction;
}
});
util.extend(SpringConfig, {
// Convert an origami Spring tension and friction to Rebound spring
// constants. If you are prototyping a design with Origami, this
// makes it easy to make your springs behave exactly the same in
// Rebound.
fromOrigamiTensionAndFriction: function(tension, friction) {
return new SpringConfig(
OrigamiValueConverter.tensionFromOrigamiValue(tension),
OrigamiValueConverter.frictionFromOrigamiValue(friction));
},
// Convert an origami PopAnimation Spring bounciness and speed to Rebound
// spring constants. If you are using PopAnimation patches in Origami, this
// utility will provide springs that match your prototype.
fromBouncinessAndSpeed: function(bounciness, speed) {
var bouncyConversion = new rebound.BouncyConversion(bounciness, speed);
return this.fromOrigamiTensionAndFriction(
bouncyConversion.bouncyTension,
bouncyConversion.bouncyFriction);
},
// Create a SpringConfig with no tension or a coasting spring with some
// amount of Friction so that it does not coast infininitely.