mempool/frontend/src/app/components/block-overview-graph/tx-sprite.ts

215 lines
7.1 KiB
TypeScript

import { FastVertexArray } from './fast-vertex-array';
import { InterpolatedAttribute, Attributes, OptionalAttributes, SpriteUpdateParams, Update } from './sprite-types';
const attribKeys = ['a', 'b', 't', 'v'];
const updateKeys = ['x', 'y', 's', 'r', 'g', 'b', 'a'];
export default class TxSprite {
static vertexSize = 30;
static vertexCount = 6;
static dataSize: number = (30 * 6);
vertexArray: FastVertexArray;
vertexPointer: number;
vertexData: number[];
updateMap: Update;
attributes: Attributes;
tempAttributes: OptionalAttributes;
constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray) {
const offsetTime = params.start;
this.vertexArray = vertexArray;
this.vertexData = Array(VI.length).fill(0);
this.updateMap = {
x: 0, y: 0, s: 0, r: 0, g: 0, b: 0, a: 0
};
this.attributes = {
x: { a: params.x, b: params.x, t: offsetTime, v: 0, d: 0 },
y: { a: params.y, b: params.y, t: offsetTime, v: 0, d: 0 },
s: { a: params.s, b: params.s, t: offsetTime, v: 0, d: 0 },
r: { a: params.r, b: params.r, t: offsetTime, v: 0, d: 0 },
g: { a: params.g, b: params.g, t: offsetTime, v: 0, d: 0 },
b: { a: params.b, b: params.b, t: offsetTime, v: 0, d: 0 },
a: { a: params.a, b: params.a, t: offsetTime, v: 0, d: 0 },
};
// Used to temporarily modify the sprite, so that the base view can be resumed later
this.tempAttributes = null;
this.vertexPointer = this.vertexArray.insert(this);
this.compile();
}
private interpolateAttributes(updateMap: Update, attributes: OptionalAttributes, offsetTime: DOMHighResTimeStamp, v: number,
duration: number, minDuration: number, adjust: boolean): void {
for (const key of Object.keys(updateMap)) {
// for each non-null attribute:
if (updateMap[key] != null) {
// calculate current interpolated value, and set as 'from'
interpolateAttributeStart(attributes[key], offsetTime);
// update start time
attributes[key].t = offsetTime;
if (!adjust || (duration && attributes[key].d === 0)) {
attributes[key].v = v;
attributes[key].d = duration;
} else if (minDuration > attributes[key].d) {
// enforce minimum transition duration
attributes[key].v = 1 / minDuration;
attributes[key].d = minDuration;
}
// set 'to' to target value
attributes[key].b = updateMap[key];
}
}
}
/*
params:
x, y, s: position & size of the sprite
r, g, b, a: color & opacity
start: performance.now() timestamp, when to start the transition
duration: of the tweening animation
adjust: if true, alter the target value of any conflicting transitions without changing the duration
minDuration: minimum remaining transition duration when adjust = true
temp: if true, this update is only temporary (can be reversed with 'resume')
*/
update(params: SpriteUpdateParams): void {
const offsetTime = params.start || performance.now();
const v = params.duration > 0 ? (1 / params.duration) : 0;
updateKeys.forEach(key => {
this.updateMap[key] = params[key];
});
const isModified = !!this.tempAttributes;
if (!params.temp) {
this.interpolateAttributes(this.updateMap, this.attributes, offsetTime, v, params.duration, params.minDuration, params.adjust);
} else {
if (!isModified) { // set up tempAttributes
this.tempAttributes = {};
for (const key of Object.keys(this.updateMap)) {
if (this.updateMap[key] != null) {
this.tempAttributes[key] = { ...this.attributes[key] };
}
}
}
this.interpolateAttributes(this.updateMap, this.tempAttributes, offsetTime, v, params.duration, params.minDuration, params.adjust);
}
this.compile();
}
// Transition back from modified state back to base attributes
resume(duration: number, start: DOMHighResTimeStamp = performance.now()): void {
// If not in modified state, there's nothing to do
if (!this.tempAttributes) {
return;
}
const offsetTime = start;
const v = duration > 0 ? (1 / duration) : 0;
for (const key of Object.keys(this.tempAttributes)) {
// If this base attribute is static (fixed or post-transition), transition smoothly back
if (this.attributes[key].v === 0 || (this.attributes[key].t + this.attributes[key].d) <= start) {
// calculate current interpolated value, and set as 'from'
interpolateAttributeStart(this.tempAttributes[key], offsetTime);
this.attributes[key].a = this.tempAttributes[key].a;
this.attributes[key].t = offsetTime;
this.attributes[key].v = v;
this.attributes[key].d = duration;
}
}
this.tempAttributes = null;
this.compile();
}
// Write current state into the graphics vertex array for rendering
compile(): void {
let attributes = this.attributes;
if (this.tempAttributes) {
attributes = {
...this.attributes,
...this.tempAttributes
};
}
const size = attributes.s;
// update vertex data in place
// ugly, but avoids overhead of allocating large temporary arrays
const vertexStride = VI.length + 2;
for (let vertex = 0; vertex < 6; vertex++) {
this.vertexData[vertex * vertexStride] = vertexOffsetFactors[vertex][0];
this.vertexData[(vertex * vertexStride) + 1] = vertexOffsetFactors[vertex][1];
for (let step = 0; step < VI.length; step++) {
// components of each field in the vertex array are defined by an entry in VI:
// VI[i].a is the attribute, VI[i].f is the inner field, VI[i].offA and VI[i].offB are offset factors
this.vertexData[(vertex * vertexStride) + step + 2] = attributes[VI[step].a][VI[step].f];
}
}
this.vertexArray.setData(this.vertexPointer, this.vertexData);
}
moveVertexPointer(index: number): void {
this.vertexPointer = index;
}
destroy(): void {
this.vertexArray.remove(this.vertexPointer);
this.vertexPointer = null;
}
}
// expects 0 <= x <= 1
function smootherstep(x: number): number {
const ix = 1 - x;
x = x * x;
return x / (x + ix * ix);
}
function interpolateAttributeStart(attribute: InterpolatedAttribute, start: DOMHighResTimeStamp): void {
if (attribute.v === 0 || (attribute.t + attribute.d) <= start) {
// transition finished, next transition starts from current end state
// (clamp to 1)
attribute.a = attribute.b;
attribute.v = 0;
attribute.d = 0;
} else if (attribute.t > start) {
// transition not started
// (clamp to 0)
} else {
// transition in progress
// (interpolate)
const progress = (start - attribute.t);
const delta = smootherstep(progress / attribute.d);
attribute.a = attribute.a + (delta * (attribute.b - attribute.a));
attribute.d = attribute.d - progress;
attribute.v = 1 / attribute.d;
}
}
const vertexOffsetFactors = [
[0, 0],
[1, 1],
[1, 0],
[0, 0],
[1, 1],
[0, 1]
];
const VI = [];
updateKeys.forEach((attribute, aIndex) => {
attribKeys.forEach(field => {
VI.push({
a: attribute,
f: field
});
});
});