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