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import { timeline } from '../modules/core/defaults.js'
import { extend } from '../utils/adopter.js'

/***
Base Class
==========
The base stepper class that will be
***/

function makeSetterGetter ( k, f ) {

  return function ( v ) {

    if ( v == null ) return this[v]
    this[k] = v
    if ( f ) f.call( this )
    return this

  }

}

export let easing = {
  '-': function ( pos ) {

    return pos

  },
  '<>': function ( pos ) {

    return -Math.cos( pos * Math.PI ) / 2 + 0.5

  },
  '>': function ( pos ) {

    return Math.sin( pos * Math.PI / 2 )

  },
  '<': function ( pos ) {

    return -Math.cos( pos * Math.PI / 2 ) + 1

  },
  bezier: function ( x1, y1, x2, y2 ) {

    // see https://www.w3.org/TR/css-easing-1/#cubic-bezier-algo
    return function ( t ) {

      if ( t < 0 ) {

        if ( x1 > 0 ) {

          return y1 / x1 * t

        } else if ( x2 > 0 ) {

          return y2 / x2 * t

        } else {

          return 0

        }

      } else if ( t > 1 ) {

        if ( x2 < 1 ) {

          return ( 1 - y2 ) / ( 1 - x2 ) * t + ( y2 - x2 ) / ( 1 - x2 )

        } else if ( x1 < 1 ) {

          return ( 1 - y1 ) / ( 1 - x1 ) * t + ( y1 - x1 ) / ( 1 - x1 )

        } else {

          return 1

        }

      } else {

        return 3 * t * ( 1 - t ) ** 2 * y1 + 3 * t ** 2 * ( 1 - t ) * y2 + t ** 3

      }

    }

  },
  // see https://www.w3.org/TR/css-easing-1/#step-timing-function-algo
  steps: function ( steps, stepPosition = 'end' ) {

    // deal with "jump-" prefix
    stepPosition = stepPosition.split( '-' ).reverse()[0]

    let jumps = steps
    if ( stepPosition === 'none' ) {

      --jumps

    } else if ( stepPosition === 'both' ) {

      ++jumps

    }

    // The beforeFlag is essentially useless
    return ( t, beforeFlag = false ) => {

      // Step is called currentStep in referenced url
      let step = Math.floor( t * steps )
      const jumping = ( t * step ) % 1 === 0

      if ( stepPosition === 'start' || stepPosition === 'both' ) {

        ++step

      }

      if ( beforeFlag && jumping ) {

        --step

      }

      if ( t >= 0 && step < 0 ) {

        step = 0

      }

      if ( t <= 1 && step > jumps ) {

        step = jumps

      }

      return step / jumps

    }

  }
}

export class Stepper {

  done () {

    return false

  }

}

/***
Easing Functions
================
***/

export class Ease extends Stepper {

  constructor ( fn ) {

    super()
    this.ease = easing[fn || timeline.ease] || fn

  }

  step ( from, to, pos ) {

    if ( typeof from !== 'number' ) {

      return pos < 1 ? from : to

    }
    return from + ( to - from ) * this.ease( pos )

  }

}

/***
Controller Types
================
***/

export class Controller extends Stepper {

  constructor ( fn ) {

    super()
    this.stepper = fn

  }

  step ( current, target, dt, c ) {

    return this.stepper( current, target, dt, c )

  }

  done ( c ) {

    return c.done

  }

}

function recalculate () {

  // Apply the default parameters
  var duration = ( this._duration || 500 ) / 1000
  var overshoot = this._overshoot || 0

  // Calculate the PID natural response
  var eps = 1e-10
  var pi = Math.PI
  var os = Math.log( overshoot / 100 + eps )
  var zeta = -os / Math.sqrt( pi * pi + os * os )
  var wn = 3.9 / ( zeta * duration )

  // Calculate the Spring values
  this.d = 2 * zeta * wn
  this.k = wn * wn

}

export class Spring extends Controller {

  constructor ( duration, overshoot ) {

    super()
    this.duration( duration || 500 )
      .overshoot( overshoot || 0 )

  }

  step ( current, target, dt, c ) {

    if ( typeof current === 'string' ) return current
    c.done = dt === Infinity
    if ( dt === Infinity ) return target
    if ( dt === 0 ) return current

    if ( dt > 100 ) dt = 16

    dt /= 1000

    // Get the previous velocity
    var velocity = c.velocity || 0

    // Apply the control to get the new position and store it
    var acceleration = -this.d * velocity - this.k * ( current - target )
    var newPosition = current
      + velocity * dt
      + acceleration * dt * dt / 2

    // Store the velocity
    c.velocity = velocity + acceleration * dt

    // Figure out if we have converged, and if so, pass the value
    c.done = Math.abs( target - newPosition ) + Math.abs( velocity ) < 0.002
    return c.done ? target : newPosition

  }

}

extend( Spring, {
  duration: makeSetterGetter( '_duration', recalculate ),
  overshoot: makeSetterGetter( '_overshoot', recalculate )
} )

export class PID extends Controller {

  constructor ( p, i, d, windup ) {

    super()

    p = p == null ? 0.1 : p
    i = i == null ? 0.01 : i
    d = d == null ? 0 : d
    windup = windup == null ? 1000 : windup
    this.p( p ).i( i ).d( d ).windup( windup )

  }

  step ( current, target, dt, c ) {

    if ( typeof current === 'string' ) return current
    c.done = dt === Infinity

    if ( dt === Infinity ) return target
    if ( dt === 0 ) return current

    var p = target - current
    var i = ( c.integral || 0 ) + p * dt
    var d = ( p - ( c.error || 0 ) ) / dt
    var windup = this.windup

    // antiwindup
    if ( windup !== false ) {

      i = Math.max( -windup, Math.min( i, windup ) )

    }

    c.error = p
    c.integral = i

    c.done = Math.abs( p ) < 0.001

    return c.done ? target : current + ( this.P * p + this.I * i + this.D * d )

  }

}

extend( PID, {
  windup: makeSetterGetter( 'windup' ),
  p: makeSetterGetter( 'P' ),
  i: makeSetterGetter( 'I' ),
  d: makeSetterGetter( 'D' )
} )