| import { is, easings } from '@react-spring/shared' | |
| import { EasingFunction } from '@react-spring/types' | |
| import { config as configs } from './constants' | |
| const defaults: any = { | |
| ...configs.default, | |
| mass: 1, | |
| damping: 1, | |
| easing: easings.linear, | |
| clamp: false, | |
| } | |
| export class AnimationConfig { | |
| /** | |
| * With higher tension, the spring will resist bouncing and try harder to stop at its end value. | |
| * | |
| * When tension is zero, no animation occurs. | |
| * | |
| * @default 170 | |
| */ | |
| tension!: number | |
| /** | |
| * The damping ratio coefficient, or just the damping ratio when `speed` is defined. | |
| * | |
| * When `speed` is defined, this value should be between 0 and 1. | |
| * | |
| * Higher friction means the spring will slow down faster. | |
| * | |
| * @default 26 | |
| */ | |
| friction!: number | |
| /** | |
| * The natural frequency (in seconds), which dictates the number of bounces | |
| * per second when no damping exists. | |
| * | |
| * When defined, `tension` is derived from this, and `friction` is derived | |
| * from `tension` and `damping`. | |
| */ | |
| frequency?: number | |
| /** | |
| * The damping ratio, which dictates how the spring slows down. | |
| * | |
| * Set to `0` to never slow down. Set to `1` to slow down without bouncing. | |
| * Between `0` and `1` is for you to explore. | |
| * | |
| * Only works when `frequency` is defined. | |
| * | |
| * @default 1 | |
| */ | |
| damping!: number | |
| /** | |
| * Higher mass means more friction is required to slow down. | |
| * | |
| * Defaults to 1, which works fine most of the time. | |
| * | |
| * @default 1 | |
| */ | |
| mass!: number | |
| /** | |
| * The initial velocity of one or more values. | |
| * | |
| * @default 0 | |
| */ | |
| velocity: number | number[] = 0 | |
| /** | |
| * The smallest velocity before the animation is considered "not moving". | |
| * | |
| * When undefined, `precision` is used instead. | |
| */ | |
| restVelocity?: number | |
| /** | |
| * The smallest distance from a value before that distance is essentially zero. | |
| * | |
| * This helps in deciding when a spring is "at rest". The spring must be within | |
| * this distance from its final value, and its velocity must be lower than this | |
| * value too (unless `restVelocity` is defined). | |
| * | |
| * @default 0.01 | |
| */ | |
| precision?: number | |
| /** | |
| * For `duration` animations only. Note: The `duration` is not affected | |
| * by this property. | |
| * | |
| * Defaults to `0`, which means "start from the beginning". | |
| * | |
| * Setting to `1+` makes an immediate animation. | |
| * | |
| * Setting to `0.5` means "start from the middle of the easing function". | |
| * | |
| * Any number `>= 0` and `<= 1` makes sense here. | |
| */ | |
| progress?: number | |
| /** | |
| * Animation length in number of milliseconds. | |
| */ | |
| duration?: number | |
| /** | |
| * The animation curve. Only used when `duration` is defined. | |
| * | |
| * Defaults to quadratic ease-in-out. | |
| */ | |
| easing!: EasingFunction | |
| /** | |
| * Avoid overshooting by ending abruptly at the goal value. | |
| * | |
| * @default false | |
| */ | |
| clamp!: boolean | |
| /** | |
| * When above zero, the spring will bounce instead of overshooting when | |
| * exceeding its goal value. Its velocity is multiplied by `-1 + bounce` | |
| * whenever its current value equals or exceeds its goal. For example, | |
| * setting `bounce` to `0.5` chops the velocity in half on each bounce, | |
| * in addition to any friction. | |
| */ | |
| bounce?: number | |
| /** | |
| * "Decay animations" decelerate without an explicit goal value. | |
| * Useful for scrolling animations. | |
| * | |
| * Use `true` for the default exponential decay factor (`0.998`). | |
| * | |
| * When a `number` between `0` and `1` is given, a lower number makes the | |
| * animation slow down faster. And setting to `1` would make an unending | |
| * animation. | |
| * | |
| * @default false | |
| */ | |
| decay?: boolean | number | |
| /** | |
| * While animating, round to the nearest multiple of this number. | |
| * The `from` and `to` values are never rounded, as well as any value | |
| * passed to the `set` method of an animated value. | |
| */ | |
| round?: number | |
| constructor() { | |
| Object.assign(this, defaults) | |
| } | |
| } | |
| export function mergeConfig( | |
| config: AnimationConfig, | |
| newConfig: Partial<AnimationConfig>, | |
| defaultConfig?: Partial<AnimationConfig> | |
| ): typeof config | |
| export function mergeConfig( | |
| config: any, | |
| newConfig: object, | |
| defaultConfig?: object | |
| ) { | |
| if (defaultConfig) { | |
| defaultConfig = { ...defaultConfig } | |
| sanitizeConfig(defaultConfig, newConfig) | |
| newConfig = { ...defaultConfig, ...newConfig } | |
| } | |
| sanitizeConfig(config, newConfig) | |
| Object.assign(config, newConfig) | |
| for (const key in defaults) { | |
| if (config[key] == null) { | |
| config[key] = defaults[key] | |
| } | |
| } | |
| let { frequency, damping } = config | |
| const { mass } = config | |
| if (!is.und(frequency)) { | |
| if (frequency < 0.01) frequency = 0.01 | |
| if (damping < 0) damping = 0 | |
| config.tension = Math.pow((2 * Math.PI) / frequency, 2) * mass | |
| config.friction = (4 * Math.PI * damping * mass) / frequency | |
| } | |
| return config | |
| } | |
| // Prevent a config from accidentally overriding new props. | |
| // This depends on which "config" props take precedence when defined. | |
| function sanitizeConfig( | |
| config: Partial<AnimationConfig>, | |
| props: Partial<AnimationConfig> | |
| ) { | |
| if (!is.und(props.decay)) { | |
| config.duration = undefined | |
| } else { | |
| const isTensionConfig = !is.und(props.tension) || !is.und(props.friction) | |
| if ( | |
| isTensionConfig || | |
| !is.und(props.frequency) || | |
| !is.und(props.damping) || | |
| !is.und(props.mass) | |
| ) { | |
| config.duration = undefined | |
| config.decay = undefined | |
| } | |
| if (isTensionConfig) { | |
| config.frequency = undefined | |
| } | |
| } | |
| } | |