Repository: michaelvillar/dynamics.js
Branch: master
Commit: c82261d09309
Files: 6
Total size: 64.6 KB
Directory structure:
gitextract_khmysplw/
├── .gitignore
├── .npmignore
├── README.md
├── package.json
├── src/
│ └── dynamics.coffee
└── test/
└── dynamics.coffee
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FILE CONTENTS
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FILE: .gitignore
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lib
node_modules
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FILE: .npmignore
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FILE: README.md
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# Dynamics.js
Dynamics.js is a JavaScript library to create physics-based animations
To see some demos, check out [dynamicsjs.com](http://dynamicsjs.com).
## Usage
Download:
- [GitHub releases](https://github.com/michaelvillar/dynamics.js/releases)
- [npm](https://www.npmjs.com/package/dynamics.js): `npm install dynamics.js`
- bower: `bower install dynamics.js`
Include `dynamics.js` into your page:
```html
```
You can animate CSS properties of any DOM element.
```javascript
var el = document.getElementById("logo")
dynamics.animate(el, {
translateX: 350,
scale: 2,
opacity: 0.5
}, {
type: dynamics.spring,
frequency: 200,
friction: 200,
duration: 1500
})
```
You also can animate SVG properties.
```javascript
var path = document.querySelector("path")
dynamics.animate(path, {
d: "M0,0 L0,100 L100,50 L0,0 Z",
fill: "#FF0000",
rotateZ: 45,
// rotateCX and rotateCY are the center of the rotation
rotateCX: 100,
rotateCY: 100
}, {
friction: 800
})
```
And any JavaScript object.
```javascript
var o = {
number: 10,
color: "#FFFFFF",
string: "10deg",
array: [ 1, 10 ]
}
dynamics.animate(o, {
number: 20,
color: "#000000",
string: "90deg",
array: [-9, 99 ]
})
```
## Reference
### dynamics.animate(el, properties, options)
Animates an element to the properties with the animation options.
- `el` is a DOM element, a JavaScript object or an Array of elements
- `properties` is an object of the properties/values you want to animate
- `options` is an object representing the animation
- `type` is the [animation type](#dynamics-and-properties): `dynamics.spring`, `dynamics.easeInOut`,... (default: `dynamics.easeInOut`)
- `frequency`, `friction`, `bounciness`,... are specific to the animation type you are using
- `duration` is in milliseconds (default: `1000`)
- `delay` is in milliseconds (default: `0`)
- `complete` (optional) is the completion callback
- `change` (optional) is called at every change. Two arguments are passed to the function. `function(el, progress)`
- `el` is the element it's animating
- `progress` is the progress of the animation between 0 and 1
### dynamics.stop(el)
Stops the animation applied on the element
### dynamics.css(el, properties)
This is applying the CSS properties to your element with the correct browser prefixes.
- `el` is a DOM element
- `properties` is an object of the CSS properties
### dynamics.setTimeout(fn, delay)
Dynamics.js has its own `setTimeout`. The reason is that `requestAnimationFrame` and `setTimeout` have different behaviors. In most browsers, `requestAnimationFrame` will not run in a background tab while `setTimeout` will. This can cause a lot of problems while using `setTimeout` along your animations. I suggest you use Dynamics's `setTimeout` and `clearTimeout` to handle these scenarios.
- `fn` is the callback
- `delay` is in milliseconds
Returns a unique id
### dynamics.clearTimeout(id)
Clears a timeout that was defined earlier
- `id` is the timeout id
### dynamics.toggleSlow()
Toggle a debug mode to slow down every animations and timeouts.
This is useful for development mode to tweak your animation.
This can be activated using `Shift-Control-D` in the browser.
## Dynamics and properties
### dynamics.spring
- `frequency` default is 300
- `friction` default is 200
- `anticipationSize` (optional)
- `anticipationStrength` (optional)
### dynamics.bounce
- `frequency` default is 300
- `friction` default is 200
### dynamics.forceWithGravity and dynamics.gravity
- `bounciness` default is 400
- `elasticity` default is 200
### dynamics.easeInOut, dynamics.easeIn and dynamics.easeOut
- `friction` default is 500
### dynamics.linear
No properties
### dynamics.bezier
- `points` array of points and control points
The easiest way to output this kind of array is to use the [curve creator](http://dynamicsjs.com). Here is an example:
```javascript
[{"x":0,"y":0,"cp":[{"x":0.2,"y":0}]},
{"x":0.5,"y":-0.4,"cp":[{"x":0.4,"y":-0.4},{"x":0.8,"y":-0.4}]},
{"x":1,"y":1,"cp":[{"x":0.8,"y":1}]}]
```
## Contributing
Compile: `npm run build` or `npm run build:watch`
Run tests: `npm test`
## Browser Support
Working on
- Safari 7+
- Firefox 35+
- Chrome 34+
- IE10+
## Sylvester
Some code from Sylvester.js has been used (part of Vector and Matrix).
## License
The MIT License (MIT)
Copyright (c) 2015 Michael Villar
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
================================================
FILE: package.json
================================================
{
"name": "dynamics.js",
"title": "Dynamics.js",
"description": "Javascript library to create physics-related animations",
"version": "1.1.5",
"homepage": "http://dynamicsjs.com",
"author": "Michael Villar (http://twitter.com/michaelvillar)",
"repository": {
"type": "git",
"url": "https://github.com/michaelvillar/dynamics.js"
},
"devDependencies": {
"coffee-script": "1.7.1",
"uglify-js": "2.4.14",
"jsdom": "3.x.x",
"mocha-jsdom": "0.4.0",
"chai": "3.0.0",
"mocha": "2.2.5"
},
"scripts": {
"test": "mocha --compilers coffee:coffee-script/register",
"build": "coffee -c -o ./lib/ ./src/dynamics.coffee && ./node_modules/uglify-js/bin/uglifyjs ./lib/dynamics.js -m -c -o ./lib/dynamics.min.js",
"build:watch": "coffee -w -c -o ./lib/ ./src/dynamics.coffee",
"prepublish": "npm run build"
},
"bugs": {
"url": "https://github.com/michaelvillar/dynamics.js/issues"
},
"main": "lib/dynamics.js",
"directories": {
"test": "test"
},
"keywords": [
"animation",
"javascript",
"requestAnimationFrame",
"spring",
"physic"
],
"license": "MIT"
}
================================================
FILE: src/dynamics.coffee
================================================
# Visibility change
isDocumentVisible = ->
document.visibilityState == "visible" || dynamics.tests?
observeVisibilityChange = (() ->
fns = []
document?.addEventListener("visibilitychange", ->
for fn in fns
fn(isDocumentVisible())
)
(fn) ->
fns.push(fn)
)()
# Object helpers
# Not deep clone and not using JSON.stringify/JSON.parse because
# We want to keep functions
clone = (o) ->
newO = {}
for k, v of o
newO[k] = v
newO
# Caching
cacheFn = (func) ->
data = {}
->
key = ""
for k in arguments
key += k.toString() + ","
result = data[key]
unless result
data[key] = result = func.apply(this, arguments)
result
# Make a function accept array or single objects for the first argument
makeArrayFn = (fn) ->
(el) ->
if el instanceof Array or el instanceof NodeList or el instanceof HTMLCollection
res = for i in [0...el.length]
args = Array.prototype.slice.call(arguments, 1)
args.splice(0, 0, el[i])
fn.apply(this, args)
return res
fn.apply(this, arguments)
# Properties Helpers
applyDefaults = (options, defaults) ->
for k, v of defaults
options[k] ?= v
applyFrame = (el, properties) ->
if(el.style?)
applyProperties(el, properties)
else
for k, v of properties
el[k] = v.format()
applyProperties = (el, properties) ->
properties = parseProperties(properties)
transforms = []
isSVG = isSVGElement(el)
for k, v of properties
if transformProperties.contains(k)
transforms.push([k, v])
else
if v.format?
v = v.format()
if typeof(v) == 'number'
v = "#{v}#{unitForProperty(k, v)}"
if el.hasAttribute? && el.hasAttribute(k)
el.setAttribute(k, v)
else if el.style?
el.style[propertyWithPrefix(k)] = v
if k of el
el[k] = v
if transforms.length > 0
if isSVG
matrix = new Matrix2D()
matrix.applyProperties(transforms)
el.setAttribute("transform", matrix.decompose().format())
else
v = (transforms.map (transform) ->
transformValueForProperty(transform[0], transform[1])
).join(" ")
el.style[propertyWithPrefix("transform")] = v
isSVGElement = (el) ->
if SVGElement? and SVGSVGElement?
el instanceof SVGElement && !(el instanceof SVGSVGElement)
else
dynamics.tests?.isSVG?(el) ? false
# Math
roundf = (v, decimal) ->
d = Math.pow(10, decimal)
return Math.round(v * d) / d
# Set
class Set
constructor: (array) ->
@obj = {}
for v in array
@obj[v] = 1
contains: (v) ->
return @obj[v] == 1
# String Helpers
toDashed = (str) ->
return str.replace(/([A-Z])/g, ($1) -> "-" + $1.toLowerCase())
# CSS Helpers
pxProperties = new Set('marginTop,marginLeft,marginBottom,marginRight,paddingTop,paddingLeft,paddingBottom,paddingRight,top,left,bottom,right,translateX,translateY,translateZ,perspectiveX,perspectiveY,perspectiveZ,width,height,maxWidth,maxHeight,minWidth,minHeight,borderRadius'.split(','))
degProperties = new Set('rotate,rotateX,rotateY,rotateZ,skew,skewX,skewY,skewZ'.split(','))
transformProperties = new Set('translate,translateX,translateY,translateZ,scale,scaleX,scaleY,scaleZ,rotate,rotateX,rotateY,rotateZ,rotateC,rotateCX,rotateCY,skew,skewX,skewY,skewZ,perspective'.split(','))
svgProperties = new Set('accent-height,ascent,azimuth,baseFrequency,baseline-shift,bias,cx,cy,d,diffuseConstant,divisor,dx,dy,elevation,filterRes,fx,fy,gradientTransform,height,k1,k2,k3,k4,kernelMatrix,kernelUnitLength,letter-spacing,limitingConeAngle,markerHeight,markerWidth,numOctaves,order,overline-position,overline-thickness,pathLength,points,pointsAtX,pointsAtY,pointsAtZ,r,radius,rx,ry,seed,specularConstant,specularExponent,stdDeviation,stop-color,stop-opacity,strikethrough-position,strikethrough-thickness,surfaceScale,target,targetX,targetY,transform,underline-position,underline-thickness,viewBox,width,x,x1,x2,y,y1,y2,z'.split(','))
unitForProperty = (k, v) ->
return '' unless typeof v == 'number'
if pxProperties.contains(k)
return 'px'
else if degProperties.contains(k)
return 'deg'
''
transformValueForProperty = (k, v) ->
match = "#{v}".match(/^([0-9.-]*)([^0-9]*)$/)
if match?
v = match[1]
unit = match[2]
else
v = parseFloat(v)
v = roundf(parseFloat(v), 10)
if !unit? or unit == ""
unit = unitForProperty(k, v)
"#{k}(#{v}#{unit})"
parseProperties = (properties) ->
parsed = {}
for property, value of properties
if transformProperties.contains(property)
match = property.match(/(translate|rotateC|rotate|skew|scale|perspective)(X|Y|Z|)/)
if match and match[2].length > 0
parsed[property] = value
else
for axis in ['X', 'Y', 'Z']
parsed[match[1] + axis] = value
else
parsed[property] = value
parsed
defaultValueForKey = (key) ->
v = if key == 'opacity' then 1 else 0
"#{v}#{unitForProperty(key, v)}"
getCurrentProperties = (el, keys) ->
properties = {}
isSVG = isSVGElement(el)
if el.style?
style = window.getComputedStyle(el, null)
for key in keys
if transformProperties.contains(key)
unless properties['transform']?
if isSVG
matrix = new Matrix2D(el.transform.baseVal.consolidate()?.matrix)
else
matrix = Matrix.fromTransform(style[propertyWithPrefix('transform')])
properties['transform'] = matrix.decompose()
else
if el.hasAttribute? && el.hasAttribute(key)
v = el.getAttribute(key)
else if key of el
v = el[key]
else
v = style[key]
if (!v? or key is 'd') && svgProperties.contains(key)
v = el.getAttribute(key)
if v == "" or !v?
v = defaultValueForKey(key)
properties[key] = createInterpolable(v)
else
for key in keys
properties[key] = createInterpolable(el[key])
addUnitsToNumberInterpolables(el, properties)
properties
addUnitsToNumberInterpolables = (el, properties) ->
for k, interpolable of properties
if interpolable instanceof InterpolableNumber && el.style? && k of el.style
interpolable = new InterpolableString([
interpolable,
unitForProperty(k, 0),
])
properties[k] = interpolable
properties
# Interpolable
createInterpolable = (value) ->
klasses = [InterpolableArray, InterpolableObject, InterpolableNumber, InterpolableString]
for klass in klasses
interpolable = klass.create(value)
return interpolable if interpolable?
null
class InterpolableString
constructor: (@parts) ->
interpolate: (endInterpolable, t) =>
start = @parts
end = endInterpolable.parts
newParts = []
for i in [0...Math.min(start.length, end.length)]
if start[i].interpolate?
newParts.push(start[i].interpolate(end[i], t))
else
newParts.push(start[i])
new InterpolableString(newParts)
format: =>
parts = @parts.map (val) ->
if val.format?
val.format()
else
val
parts.join('')
@create: (value) =>
value = "#{value}"
matches = []
types = [
{
re: /(#[a-f\d]{3,6})/ig,
klass: InterpolableColor,
parse: (v) -> v,
},
{
re: /(rgba?\([0-9.]*, ?[0-9.]*, ?[0-9.]*(?:, ?[0-9.]*)?\))/ig,
klass: InterpolableColor,
parse: (v) -> v,
},
{
re: /([-+]?[\d.]+)/ig,
klass: InterpolableNumber,
parse: parseFloat,
},
]
for type in types
re = type.re
while match = re.exec(value)
matches.push({
index: match.index,
length: match[1].length,
interpolable: type.klass.create(type.parse(match[1])),
})
matches = matches.sort((a, b) ->
if a.index > b.index
1
else
-1
)
parts = []
index = 0
for match in matches
continue if match.index < index
if match.index > index
parts.push(value.substring(index, match.index))
parts.push(match.interpolable)
index = match.index + match.length
if index < value.length
parts.push(value.substring(index))
return new InterpolableString(parts)
class InterpolableObject
constructor: (obj) ->
@obj = obj
interpolate: (endInterpolable, t) =>
start = @obj
end = endInterpolable.obj
newObj = {}
for k, v of start
if v.interpolate?
newObj[k] = v.interpolate(end[k], t)
else
newObj[k] = v
new InterpolableObject(newObj)
format: =>
@obj
@create: (value) =>
if value instanceof Object
obj = {}
for k, v of value
obj[k] = createInterpolable(v)
return new InterpolableObject(obj)
null
class InterpolableNumber
constructor: (value) ->
@value = parseFloat(value)
interpolate: (endInterpolable, t) =>
start = @value
end = endInterpolable.value
new InterpolableNumber((end - start) * t + start)
format: =>
roundf(@value, 5)
@create: (value) =>
return new InterpolableNumber(value) if typeof(value) == 'number'
null
class InterpolableArray
constructor: (@values) ->
interpolate: (endInterpolable, t) =>
start = @values
end = endInterpolable.values
newValues = []
for i in [0...Math.min(start.length, end.length)]
if start[i].interpolate?
newValues.push(start[i].interpolate(end[i], t))
else
newValues.push(start[i])
new InterpolableArray(newValues)
format: =>
@values.map (val) ->
if val.format?
val.format()
else
val
@createFromArray: (arr) =>
values = arr.map (val) ->
createInterpolable(val) || val
values = values.filter (val) ->
val?
return new InterpolableArray(values)
@create: (value) =>
return @createFromArray(value) if value instanceof Array
null
class Color
constructor: (@rgb={}, @format) ->
@fromHex: (hex) ->
hex3 = hex.match(/^#([a-f\d]{1})([a-f\d]{1})([a-f\d]{1})$/i)
if hex3?
hex = "##{hex3[1]}#{hex3[1]}#{hex3[2]}#{hex3[2]}#{hex3[3]}#{hex3[3]}"
result = hex.match(/^#([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i)
if result?
return new Color({
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16),
a: 1
}, "hex")
null
@fromRgb: (rgb) ->
match = rgb.match(/^rgba?\(([0-9.]*), ?([0-9.]*), ?([0-9.]*)(?:, ?([0-9.]*))?\)$/)
if match?
return new Color({
r: parseFloat(match[1]),
g: parseFloat(match[2]),
b: parseFloat(match[3]),
a: parseFloat(match[4] ? 1)
}, if match[4]? then "rgba" else "rgb")
null
@componentToHex = (c) ->
hex = c.toString(16);
if hex.length == 1
"0" + hex
else
hex
toHex: =>
"#" + Color.componentToHex(@rgb.r) + Color.componentToHex(@rgb.g) + Color.componentToHex(@rgb.b)
toRgb: =>
"rgb(#{@rgb.r}, #{@rgb.g}, #{@rgb.b})"
toRgba: =>
"rgba(#{@rgb.r}, #{@rgb.g}, #{@rgb.b}, #{@rgb.a})"
class InterpolableColor
constructor: (@color) ->
interpolate: (endInterpolable, t) =>
start = @color
end = endInterpolable.color
rgb = {}
for k in ['r', 'g', 'b']
v = Math.round((end.rgb[k] - start.rgb[k]) * t + start.rgb[k])
rgb[k] = Math.min(255, Math.max(0, v))
k = "a"
v = roundf((end.rgb[k] - start.rgb[k]) * t + start.rgb[k], 5)
rgb[k] = Math.min(1, Math.max(0, v))
new InterpolableColor(new Color(rgb, end.format))
format: =>
if @color.format == "hex"
@color.toHex()
else if @color.format == "rgb"
@color.toRgb()
else if @color.format == "rgba"
@color.toRgba()
@create: (value) =>
return unless typeof(value) == "string"
color = Color.fromHex(value) || Color.fromRgb(value)
if color?
return new InterpolableColor(color)
null
# SVG Matrix2D
class DecomposedMatrix2D
constructor: (@props) ->
interpolate: (endMatrix, t) =>
newProps = {}
for k in ['translate', 'scale', 'rotate']
newProps[k] = []
for i in [0...@props[k].length]
newProps[k][i] = (endMatrix.props[k][i] - @props[k][i]) * t + @props[k][i]
for i in [1..2]
newProps['rotate'][i] = endMatrix.props['rotate'][i]
for k in ['skew']
newProps[k] = (endMatrix.props[k] - @props[k]) * t + @props[k]
new DecomposedMatrix2D(newProps)
format: =>
"translate(#{@props.translate.join(',')}) rotate(#{@props.rotate.join(',')})
skewX(#{@props.skew}) scale(#{@props.scale.join(',')})"
applyRotateCenter: (rotateC) =>
m = baseSVG.createSVGMatrix()
m = m.translate(rotateC[0], rotateC[1])
m = m.rotate(@props.rotate[0])
m = m.translate(-rotateC[0], -rotateC[1])
m2d = new Matrix2D(m)
negativeTranslate = m2d.decompose().props.translate
for i in [0..1]
@props.translate[i] -= negativeTranslate[i]
baseSVG = document?.createElementNS("http://www.w3.org/2000/svg", "svg")
class Matrix2D
constructor: (@m) ->
if !@m
@m = baseSVG.createSVGMatrix()
decompose: =>
r0 = new Vector([@m.a, @m.b])
r1 = new Vector([@m.c, @m.d])
kx = r0.length()
kz = r0.dot(r1)
r0 = r0.normalize()
ky = r1.combine(r0, 1, -kz).length()
new DecomposedMatrix2D({
translate: [@m.e, @m.f],
rotate: [Math.atan2(@m.b, @m.a) * 180 / Math.PI, @rotateCX, @rotateCY],
scale: [kx, ky],
skew: kz / ky * 180 / Math.PI
})
applyProperties: (properties) =>
hash = {}
for props in properties
hash[props[0]] = props[1]
for k, v of hash
if k == "translateX"
@m = @m.translate(v, 0)
else if k == "translateY"
@m = @m.translate(0, v)
else if k == "scaleX"
@m = @m.scaleNonUniform(v, 1)
else if k == "scaleY"
@m = @m.scaleNonUniform(1, v)
else if k == "rotateZ"
@m = @m.rotate(v)
else if k == "skewX"
@m = @m.skewX(v)
else if k == "skewY"
@m = @m.skewY(v)
@rotateCX = hash.rotateCX ? 0
@rotateCY = hash.rotateCY ? 0
# Vector
# Some code has been ported from Sylvester.js https://github.com/jcoglan/sylvester
class Vector
constructor: (@els) ->
# Returns element i of the vector
e: (i) =>
return if (i < 1 || i > this.els.length) then null else this.els[i-1]
# Returns the scalar product of the vector with the argument
# Both vectors must have equal dimensionality
dot: (vector) =>
V = vector.els || vector
product = 0
n = this.els.length
return null if n != V.length
n += 1
while --n
product += this.els[n-1] * V[n-1]
return product
# Returns the vector product of the vector with the argument
# Both vectors must have dimensionality 3
cross: (vector) =>
B = vector.els || vector
return null if this.els.length != 3 || B.length != 3
A = this.els
return new Vector([
(A[1] * B[2]) - (A[2] * B[1]),
(A[2] * B[0]) - (A[0] * B[2]),
(A[0] * B[1]) - (A[1] * B[0])
])
length: =>
a = 0
for e in @els
a += Math.pow(e, 2)
Math.sqrt(a)
normalize: =>
length = @length()
newElements = []
for i, e of @els
newElements[i] = e / length
new Vector(newElements)
combine: (b, ascl, bscl) =>
result = []
for i in [0...@els.length]
result[i] = (ascl * @els[i]) + (bscl * b.els[i])
new Vector(result)
# Matrix
class DecomposedMatrix
interpolate: (decomposedB, t, only = null) =>
decomposedA = @
# New decomposedMatrix
decomposed = new DecomposedMatrix
# Linearly interpolate translate, scale, skew and perspective
for k in [ 'translate', 'scale', 'skew', 'perspective' ]
decomposed[k] = []
for i in [0..decomposedA[k].length-1]
if !only? or only.indexOf(k) > -1 or only.indexOf("#{k}#{['x','y','z'][i]}") > -1
decomposed[k][i] = (decomposedB[k][i] - decomposedA[k][i]) * t + decomposedA[k][i]
else
decomposed[k][i] = decomposedA[k][i]
if !only? or only.indexOf('rotate') != -1
# Interpolate quaternion
qa = decomposedA.quaternion
qb = decomposedB.quaternion
angle = qa[0] * qb[0] + qa[1] * qb[1] + qa[2] * qb[2] + qa[3] * qb[3]
if angle < 0.0
for i in [0..3]
qa[i] = -qa[i]
angle = -angle
if angle + 1.0 > .05
if 1.0 - angle >= .05
th = Math.acos(angle)
invth = 1.0 / Math.sin(th)
scale = Math.sin(th * (1.0 - t)) * invth
invscale = Math.sin(th * t) * invth
else
scale = 1.0 - t
invscale = t
else
qb[0] = -qa[1]
qb[1] = qa[0]
qb[2] = -qa[3]
qb[3] = qa[2]
scale = Math.sin(piDouble * (.5 - t))
invscale = Math.sin(piDouble * t)
decomposed.quaternion = []
for i in [0..3]
decomposed.quaternion[i] = qa[i] * scale + qb[i] * invscale
else
decomposed.quaternion = decomposedA.quaternion
return decomposed
format: =>
@toMatrix().toString()
toMatrix: =>
decomposedMatrix = @
matrix = Matrix.I(4)
# apply perspective
for i in [0..3]
matrix.els[i][3] = decomposedMatrix.perspective[i]
# apply rotation
quaternion = decomposedMatrix.quaternion
x = quaternion[0]
y = quaternion[1]
z = quaternion[2]
w = quaternion[3]
# apply skew
# temp is a identity 4x4 matrix initially
skew = decomposedMatrix.skew
match = [[1,0],[2,0],[2,1]]
for i in [2..0]
if skew[i]
temp = Matrix.I(4)
temp.els[match[i][0]][match[i][1]] = skew[i]
matrix = matrix.multiply(temp)
# Construct a composite rotation matrix from the quaternion values
matrix = matrix.multiply(new Matrix([[
1 - 2 * (y * y + z * z),
2 * (x * y - z * w),
2 * (x * z + y * w),
0
], [
2 * (x * y + z * w),
1 - 2 * (x * x + z * z),
2 * (y * z - x * w),
0
], [
2 * (x * z - y * w),
2 * (y * z + x * w),
1 - 2 * (x * x + y * y),
0
], [ 0, 0, 0, 1 ]]))
# apply scale and translation
for i in [0..2]
for j in [0..2]
matrix.els[i][j] *= decomposedMatrix.scale[i]
matrix.els[3][i] = decomposedMatrix.translate[i]
matrix
# Some code has been ported from Sylvester.js https://github.com/jcoglan/sylvester
class Matrix
constructor: (@els) ->
# Returns element (i,j) of the matrix
e: (i,j) =>
return null if (i < 1 || i > this.els.length || j < 1 || j > this.els[0].length)
this.els[i-1][j-1]
# Returns a copy of the matrix
dup: () =>
return new Matrix(this.els)
# Returns the result of multiplying the matrix from the right by the argument.
# If the argument is a scalar then just multiply all the elements. If the argument is
# a vector, a vector is returned, which saves you having to remember calling
# col(1) on the result.
multiply: (matrix) =>
returnVector = if matrix.modulus then true else false
M = matrix.els || matrix
M = new Matrix(M).els if (typeof(M[0][0]) == 'undefined')
ni = this.els.length
ki = ni
kj = M[0].length
cols = this.els[0].length
elements = []
ni += 1
while (--ni)
i = ki - ni
elements[i] = []
nj = kj
nj += 1
while (--nj)
j = kj - nj
sum = 0
nc = cols
nc += 1
while (--nc)
c = cols - nc
sum += this.els[i][c] * M[c][j]
elements[i][j] = sum
M = new Matrix(elements)
return if returnVector then M.col(1) else M
# Returns the transpose of the matrix
transpose: =>
rows = this.els.length
cols = this.els[0].length
elements = []
ni = cols
ni += 1
while (--ni)
i = cols - ni
elements[i] = []
nj = rows
nj += 1
while (--nj)
j = rows - nj
elements[i][j] = this.els[j][i]
return new Matrix(elements)
# Make the matrix upper (right) triangular by Gaussian elimination.
# This method only adds multiples of rows to other rows. No rows are
# scaled up or switched, and the determinant is preserved.
toRightTriangular: =>
M = this.dup()
n = this.els.length
k = n
kp = this.els[0].length
while (--n)
i = k - n
if (M.els[i][i] == 0)
for j in [i + 1...k]
if (M.els[j][i] != 0)
els = []
np = kp
np += 1
while (--np)
p = kp - np
els.push(M.els[i][p] + M.els[j][p])
M.els[i] = els
break
if (M.els[i][i] != 0)
for j in [i + 1...k]
multiplier = M.els[j][i] / M.els[i][i]
els = []
np = kp
np += 1
while (--np)
p = kp - np
# Elements with column numbers up to an including the number
# of the row that we're subtracting can safely be set straight to
# zero, since that's the point of this routine and it avoids having
# to loop over and correct rounding errors later
els.push(if p <= i then 0 else M.els[j][p] - M.els[i][p] * multiplier)
M.els[j] = els
return M
# Returns the result of attaching the given argument to the right-hand side of the matrix
augment: (matrix) =>
M = matrix.els || matrix
M = new Matrix(M).els if (typeof(M[0][0]) == 'undefined')
T = this.dup()
cols = T.els[0].length
ni = T.els.length
ki = ni
kj = M[0].length
return null if (ni != M.length)
ni += 1
while (--ni)
i = ki - ni
nj = kj
nj += 1
while (--nj)
j = kj - nj
T.els[i][cols + j] = M[i][j]
return T
# Returns the inverse (if one exists) using Gauss-Jordan
inverse: =>
ni = this.els.length
ki = ni
M = this.augment(Matrix.I(ni)).toRightTriangular()
kp = M.els[0].length
inverse_elements = []
# Matrix is non-singular so there will be no zeros on the diagonal
# Cycle through rows from last to first
ni += 1
while (--ni)
i = ni - 1
# First, normalise diagonal elements to 1
els = []
np = kp
inverse_elements[i] = []
divisor = M.els[i][i]
np += 1
while (--np)
p = kp - np
new_element = M.els[i][p] / divisor
els.push(new_element)
# Shuffle of the current row of the right hand side into the results
# array as it will not be modified by later runs through this loop
if (p >= ki)
inverse_elements[i].push(new_element)
M.els[i] = els
# Then, subtract this row from those above it to
# give the identity matrix on the left hand side
for j in [0...i]
els = []
np = kp
np += 1
while (--np)
p = kp - np
els.push(M.els[j][p] - M.els[i][p] * M.els[j][i])
M.els[j] = els
return new Matrix(inverse_elements)
@I = (n) ->
els = []
k = n
n += 1
while --n
i = k - n
els[i] = []
nj = k
nj += 1
while --nj
j = k - nj
els[i][j] = if (i == j) then 1 else 0
new Matrix(els)
decompose: =>
matrix = @
translate = []
scale = []
skew = []
quaternion = []
perspective = []
# Deep copy
els = []
for i in [0..3]
els[i] = []
for j in [0..3]
els[i][j] = matrix.els[i][j]
if (els[3][3] == 0)
return false
# Normalize the matrix.
for i in [0..3]
for j in [0..3]
els[i][j] /= els[3][3]
# perspectiveMatrix is used to solve for perspective, but it also provides
# an easy way to test for singularity of the upper 3x3 component.
perspectiveMatrix = matrix.dup()
for i in [0..2]
perspectiveMatrix.els[i][3] = 0
perspectiveMatrix.els[3][3] = 1
# Don't do this anymore, it would return false for scale(0)..
# if perspectiveMatrix.determinant() == 0
# return false
# First, isolate perspective.
if els[0][3] != 0 || els[1][3] != 0 || els[2][3] != 0
# rightHandSide is the right hand side of the equation.
rightHandSide = new Vector(els[0..3][3])
# Solve the equation by inverting perspectiveMatrix and multiplying
# rightHandSide by the inverse.
inversePerspectiveMatrix = perspectiveMatrix.inverse()
transposedInversePerspectiveMatrix = inversePerspectiveMatrix.transpose()
perspective = transposedInversePerspectiveMatrix.multiply(rightHandSide).els
# Clear the perspective partition
for i in [0..2]
els[i][3] = 0
els[3][3] = 1
else
# No perspective.
perspective = [0,0,0,1]
# Next take care of translation
for i in [0..2]
translate[i] = els[3][i]
els[3][i] = 0
# Now get scale and shear. 'row' is a 3 element array of 3 component vectors
row = []
for i in [0..2]
row[i] = new Vector(els[i][0..2])
# Compute X scale factor and normalize first row.
scale[0] = row[0].length()
row[0] = row[0].normalize()
# Compute XY shear factor and make 2nd row orthogonal to 1st.
skew[0] = row[0].dot(row[1])
row[1] = row[1].combine(row[0], 1.0, -skew[0])
# Now, compute Y scale and normalize 2nd row.
scale[1] = row[1].length()
row[1] = row[1].normalize()
skew[0] /= scale[1]
# Compute XZ and YZ shears, orthogonalize 3rd row
skew[1] = row[0].dot(row[2])
row[2] = row[2].combine(row[0], 1.0, -skew[1])
skew[2] = row[1].dot(row[2])
row[2] = row[2].combine(row[1], 1.0, -skew[2])
# Next, get Z scale and normalize 3rd row.
scale[2] = row[2].length()
row[2] = row[2].normalize()
skew[1] /= scale[2]
skew[2] /= scale[2]
# At this point, the matrix (in rows) is orthonormal.
# Check for a coordinate system flip. If the determinant
# is -1, then negate the matrix and the scaling factors.
pdum3 = row[1].cross(row[2])
if row[0].dot(pdum3) < 0
for i in [0..2]
scale[i] *= -1
for j in [0..2]
row[i].els[j] *= -1
# Get element at row
rowElement = (index, elementIndex) ->
row[index].els[elementIndex]
# Euler angles
rotate = []
rotate[1] = Math.asin(-rowElement(0, 2))
if Math.cos(rotate[1]) != 0
rotate[0] = Math.atan2(rowElement(1, 2), rowElement(2, 2))
rotate[2] = Math.atan2(rowElement(0, 1), rowElement(0, 0))
else
rotate[0] = Math.atan2(-rowElement(2, 0), rowElement(1, 1))
rotate[1] = 0
# Now, get the rotations out
t = rowElement(0, 0) + rowElement(1, 1) + rowElement(2, 2) + 1.0
if t > 1e-4
s = 0.5 / Math.sqrt(t)
w = 0.25 / s
x = (rowElement(2, 1) - rowElement(1, 2)) * s
y = (rowElement(0, 2) - rowElement(2, 0)) * s
z = (rowElement(1, 0) - rowElement(0, 1)) * s
else if (rowElement(0, 0) > rowElement(1, 1)) && (rowElement(0, 0) > rowElement(2, 2))
s = Math.sqrt(1.0 + rowElement(0, 0) - rowElement(1, 1) - rowElement(2, 2)) * 2.0
x = 0.25 * s
y = (rowElement(0, 1) + rowElement(1, 0)) / s
z = (rowElement(0, 2) + rowElement(2, 0)) / s
w = (rowElement(2, 1) - rowElement(1, 2)) / s
else if rowElement(1, 1) > rowElement(2, 2)
s = Math.sqrt(1.0 + rowElement(1, 1) - rowElement(0, 0) - rowElement(2, 2)) * 2.0
x = (rowElement(0, 1) + rowElement(1, 0)) / s
y = 0.25 * s
z = (rowElement(1, 2) + rowElement(2, 1)) / s
w = (rowElement(0, 2) - rowElement(2, 0)) / s
else
s = Math.sqrt(1.0 + rowElement(2, 2) - rowElement(0, 0) - rowElement(1, 1)) * 2.0
x = (rowElement(0, 2) + rowElement(2, 0)) / s
y = (rowElement(1, 2) + rowElement(2, 1)) / s
z = 0.25 * s
w = (rowElement(1, 0) - rowElement(0, 1)) / s
quaternion = [x, y, z, w]
result = new DecomposedMatrix
result.translate = translate
result.scale = scale
result.skew = skew
result.quaternion = quaternion
result.perspective = perspective
result.rotate = rotate
for typeKey, type of result
for k, v of type
type[k] = 0 if isNaN(v)
result
toString: =>
str = 'matrix3d('
for i in [0..3]
for j in [0..3]
str += roundf(@els[i][j], 10)
str += ',' unless i == 3 and j == 3
str += ')'
str
@matrixForTransform: cacheFn (transform) ->
matrixEl = document.createElement('div')
matrixEl.style.position = 'absolute'
matrixEl.style.visibility = 'hidden'
matrixEl.style[propertyWithPrefix("transform")] = transform
document.body.appendChild(matrixEl)
style = window.getComputedStyle(matrixEl, null)
result = style.transform ? style[propertyWithPrefix("transform")] ? dynamics.tests?.matrixForTransform(transform)
document.body.removeChild(matrixEl)
result
@fromTransform: (transform) ->
match = transform?.match /matrix3?d?\(([-0-9,e \.]*)\)/
if match
digits = match[1].split(',')
digits = digits.map(parseFloat)
if digits.length == 6
# format: matrix(a, c, b, d, tx, ty)
elements = [digits[0], digits[1], 0, 0, digits[2], digits[3], 0, 0, 0, 0, 1, 0, digits[4], digits[5], 0, 1]
else
elements = digits
else
elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
matrixElements = []
for i in [0..3]
matrixElements.push(elements.slice(i * 4,i * 4 + 4))
new Matrix(matrixElements)
# Support
prefixFor = cacheFn (property) ->
return '' if document.body.style[property] != undefined
propArray = property.split('-')
propertyName = ""
for prop in propArray
propertyName += prop.substring(0, 1).toUpperCase() + prop.substring(1)
for prefix in [ "Webkit", "Moz", "ms" ]
k = prefix + propertyName
if document.body.style[k] != undefined
return prefix
''
propertyWithPrefix = cacheFn (property) ->
prefix = prefixFor(property)
return "#{prefix}#{property.substring(0, 1).toUpperCase() + property.substring(1)}" if prefix == 'Moz'
return "-#{prefix.toLowerCase()}-#{toDashed(property)}" if prefix != ''
toDashed(property)
# Run loop
rAF = window?.requestAnimationFrame
animations = []
animationsTimeouts = []
slow = false
slowRatio = 1
window?.addEventListener 'keyup', (e) ->
# Enable slow animations with ctrl+shift+D
if e.keyCode == 68 and e.shiftKey and e.ctrlKey
dynamics.toggleSlow()
if !rAF?
lastTime = 0
rAF = (callback) ->
currTime = Date.now()
timeToCall = Math.max(0, 16 - (currTime - lastTime))
id = window.setTimeout ->
callback(currTime + timeToCall)
, timeToCall
lastTime = currTime + timeToCall
id
runLoopRunning = false
runLoopPaused = false
startRunLoop = ->
unless runLoopRunning
runLoopRunning = true
rAF(runLoopTick)
runLoopTick = (t) ->
if runLoopPaused
rAF(runLoopTick)
return
# Animations
toRemoveAnimations = []
for animation in animations
toRemoveAnimations.push(animation) unless animationTick(t, animation)
animations = animations.filter (animation) ->
toRemoveAnimations.indexOf(animation) == -1
if animations.length == 0
runLoopRunning = false
else
rAF(runLoopTick)
animationTick = (t, animation) ->
animation.tStart ?= t
tt = (t - animation.tStart) / animation.options.duration
y = animation.curve(tt)
properties = {}
if tt >= 1
if animation.curve.returnsToSelf
properties = animation.properties.start
else
properties = animation.properties.end
else
for key, property of animation.properties.start
properties[key] = interpolate(property, animation.properties.end[key], y)
applyFrame(animation.el, properties)
animation.options.change?(animation.el, Math.min(1, tt))
if tt >= 1
animation.options.complete?(animation.el)
return tt < 1
interpolate = (start, end, y) ->
if start? and start.interpolate?
return start.interpolate(end, y)
null
# Animations
startAnimation = (el, properties, options, timeoutId) ->
if timeoutId?
animationsTimeouts = animationsTimeouts.filter (timeout) ->
return timeout.id != timeoutId
dynamics.stop(el, { timeout: false })
if !options.animated
dynamics.css(el, properties)
options.complete?(@)
return
startProperties = getCurrentProperties(el, Object.keys(properties))
properties = parseProperties(properties)
endProperties = {}
transforms = []
for k, v of properties
if el.style? and transformProperties.contains(k)
transforms.push([k, v])
else
endProperties[k] = createInterpolable(v)
if transforms.length > 0
isSVG = isSVGElement(el)
if isSVG
matrix = new Matrix2D()
matrix.applyProperties(transforms)
else
v = (transforms.map (transform) ->
transformValueForProperty(transform[0], transform[1])
).join(" ")
matrix = Matrix.fromTransform(Matrix.matrixForTransform(v))
endProperties['transform'] = matrix.decompose()
if isSVG
startProperties.transform.applyRotateCenter(
[endProperties.transform.props.rotate[1], endProperties.transform.props.rotate[2]]
)
addUnitsToNumberInterpolables(el, endProperties)
animations.push({
el: el,
properties: {
start: startProperties,
end: endProperties
},
options: options,
curve: options.type.call(options.type, options)
})
startRunLoop()
# Timeouts
timeouts = []
timeoutLastId = 0
setRealTimeout = (timeout) ->
return unless isDocumentVisible()
# Because in iframe, rAF might not run directly even if tab is visible
rAF(->
# Timeout might have been cancelled already
return if timeouts.indexOf(timeout) == -1
timeout.realTimeoutId = setTimeout(->
timeout.fn()
cancelTimeout(timeout.id)
, timeout.delay)
)
addTimeout = (fn, delay) ->
timeoutLastId += 1
timeout = {
id: timeoutLastId,
tStart: Date.now(),
fn: fn,
delay: delay,
originalDelay: delay
}
setRealTimeout(timeout)
timeouts.push(timeout)
timeoutLastId
cancelTimeout = (id) ->
timeouts = timeouts.filter (timeout) ->
if timeout.id == id && timeout.realTimeoutId
clearTimeout(timeout.realTimeoutId)
timeout.id != id
leftDelayForTimeout = (time, timeout) ->
if time?
consumedDelay = time - timeout.tStart
timeout.originalDelay - consumedDelay
else
timeout.originalDelay
window?.addEventListener('unload', ->
# This is a hack for Safari to fix the case where the user does back/forward
# between this page. If this event is not listened to, it seems like safari is keeping
# the javascript state but this cause problems with setTimeout/rAF
)
# Visibility change
# Need to pause rAF and timeouts
timeBeforeVisibilityChange = null
observeVisibilityChange (visible) ->
runLoopPaused = !visible
if !visible
timeBeforeVisibilityChange = Date.now()
for timeout in timeouts
clearTimeout(timeout.realTimeoutId)
else
if runLoopRunning
difference = Date.now() - timeBeforeVisibilityChange
for animation in animations
animation.tStart += difference if animation.tStart?
for timeout in timeouts
timeout.delay = leftDelayForTimeout(timeBeforeVisibilityChange, timeout)
setRealTimeout(timeout)
timeBeforeVisibilityChange = null
# Module
dynamics = {}
# Curves
dynamics.linear = ->
(t) ->
t
dynamics.spring = (options={}) ->
applyDefaults(options, dynamics.spring.defaults)
frequency = Math.max(1, options.frequency / 20)
friction = Math.pow(20, options.friction / 100)
s = options.anticipationSize / 1000
decal = Math.max(0, s)
# In case of anticipation
A1 = (t) ->
M = 0.8
x0 = (s / (1 - s))
x1 = 0
b = (x0 - (M * x1)) / (x0 - x1)
a = (M - b) / x0
(a * t * options.anticipationStrength / 100) + b
# Normal curve
A2 = (t) ->
Math.pow(friction / 10,-t) * (1 - t)
(t) ->
frictionT = (t / (1 - s)) - (s / (1 - s))
if t < s
yS = (s / (1 - s)) - (s / (1 - s))
y0 = (0 / (1 - s)) - (s / (1 - s))
b = Math.acos(1 / A1(yS))
a = (Math.acos(1 / A1(y0)) - b) / (frequency * (-s))
A = A1
else
A = A2
b = 0
a = 1
At = A(frictionT)
angle = frequency * (t - s) * a + b
1 - (At * Math.cos(angle))
dynamics.bounce = (options={}) ->
applyDefaults(options, dynamics.bounce.defaults)
frequency = Math.max(1, options.frequency / 20)
friction = Math.pow(20, options.friction / 100)
A = (t) ->
Math.pow(friction / 10,-t) * (1 - t)
fn = (t) ->
b = -3.14/2
a = 1
At = A(t)
angle = frequency * t * a + b
(At * Math.cos(angle))
fn.returnsToSelf = true
fn
dynamics.gravity = (options={}) ->
applyDefaults(options, dynamics.gravity.defaults)
bounciness = Math.min((options.bounciness / 1250), 0.8)
elasticity = options.elasticity / 1000
gravity = 100
curves = []
L = do ->
b = Math.sqrt(2 / gravity)
curve = { a: -b, b: b, H: 1 }
if options.returnsToSelf
curve.a = 0
curve.b = curve.b * 2
while curve.H > 0.001
L = curve.b - curve.a
curve = { a: curve.b, b: curve.b + L * bounciness, H: curve.H * bounciness * bounciness }
curve.b
getPointInCurve = (a, b, H, t) ->
L = b - a
t2 = (2 / L) * (t) - 1 - (a * 2 / L)
c = t2 * t2 * H - H + 1
c = 1 - c if options.returnsToSelf
c
# Create curves
do ->
b = Math.sqrt(2 / (gravity * L * L))
curve = { a: -b, b: b, H: 1 }
if options.returnsToSelf
curve.a = 0
curve.b = curve.b * 2
curves.push curve
L2 = L
while curve.b < 1 and curve.H > 0.001
L2 = curve.b - curve.a
curve = { a: curve.b, b: curve.b + L2 * bounciness, H: curve.H * elasticity }
curves.push curve
fn = (t) ->
i = 0
curve = curves[i]
while(!(t >= curve.a and t <= curve.b))
i += 1
curve = curves[i]
break unless curve
if !curve
v = if options.returnsToSelf then 0 else 1
else
v = getPointInCurve(curve.a, curve.b, curve.H, t)
v
fn.returnsToSelf = options.returnsToSelf
fn
dynamics.forceWithGravity = (options={}) ->
applyDefaults(options, dynamics.forceWithGravity.defaults)
options.returnsToSelf = true
dynamics.gravity(options)
dynamics.bezier = do ->
Bezier_ = (t, p0, p1, p2, p3) ->
(Math.pow(1 - t, 3) * p0) + (3 * Math.pow(1 - t, 2) * t * p1) + (3 * (1 - t) * Math.pow(t, 2) * p2) + Math.pow(t, 3) * p3
Bezier = (t, p0, p1, p2, p3) ->
{
x: Bezier_(t, p0.x, p1.x, p2.x, p3.x),
y: Bezier_(t, p0.y, p1.y, p2.y, p3.y)
}
yForX = (xTarget, Bs, returnsToSelf) ->
# Find the right Bezier curve first
B = null
for aB in Bs
if xTarget >= aB(0).x and xTarget <= aB(1).x
B = aB
break if B != null
unless B
if returnsToSelf
return 0
else
return 1
# Find the percent with dichotomy
xTolerance = 0.0001
lower = 0
upper = 1
percent = (upper + lower) / 2
x = B(percent).x
i = 0
while Math.abs(xTarget - x) > xTolerance and i < 100
if xTarget > x
lower = percent
else
upper = percent
percent = (upper + lower) / 2
x = B(percent).x
i += 1
# Returns y at this specific percent
return B(percent).y
# Actual bezier function
(options={}) ->
points = options.points
# Init different curves
Bs = do ->
Bs = []
for i of points
k = parseInt(i)
break if k >= points.length - 1
((pointA, pointB) ->
B2 = (t) ->
Bezier(t, pointA, pointA.cp[pointA.cp.length - 1], pointB.cp[0], pointB)
Bs.push(B2)
)(points[k], points[k + 1])
Bs
fn = (t) ->
if t == 0
return 0
else if t == 1
return 1
else
yForX(t, Bs, @returnsToSelf)
fn.returnsToSelf = points[points.length - 1].y == 0
fn
dynamics.easeInOut = (options={}) ->
friction = options.friction ? dynamics.easeInOut.defaults.friction
dynamics.bezier(points: [
{ x:0, y:0, cp:[{ x:0.92 - (friction / 1000), y:0 }] },
{ x:1, y:1, cp:[{ x:0.08 + (friction / 1000), y:1 }] }
])
dynamics.easeIn = (options={}) ->
friction = options.friction ? dynamics.easeIn.defaults.friction
dynamics.bezier(points: [
{ x:0, y:0, cp:[{ x:0.92 - (friction / 1000), y:0 }] },
{ x:1, y:1, cp:[{ x:1, y:1 }] }
])
dynamics.easeOut = (options={}) ->
friction = options.friction ? dynamics.easeOut.defaults.friction
dynamics.bezier(points: [
{ x:0, y:0, cp:[{ x:0, y:0 }] },
{ x:1, y:1, cp:[{ x:0.08 + (friction / 1000), y:1 }] }
])
# Default options
dynamics.spring.defaults =
frequency: 300
friction: 200
anticipationSize: 0
anticipationStrength: 0
dynamics.bounce.defaults =
frequency: 300
friction: 200
dynamics.forceWithGravity.defaults = dynamics.gravity.defaults =
bounciness: 400
elasticity: 200
dynamics.easeInOut.defaults = dynamics.easeIn.defaults = dynamics.easeOut.defaults =
friction: 500
# CSS
dynamics.css = makeArrayFn (el, properties) ->
applyProperties(el, properties, true)
# Animation
dynamics.animate = makeArrayFn (el, properties, options={}) ->
options = clone(options)
applyDefaults(options, {
type: dynamics.easeInOut,
duration: 1000,
delay: 0,
animated: true
})
options.duration = Math.max(0, options.duration * slowRatio)
options.delay = Math.max(0, options.delay)
if options.delay == 0
startAnimation(el, properties, options)
else
id = dynamics.setTimeout ->
startAnimation(el, properties, options, id)
, options.delay
animationsTimeouts.push({
id: id,
el: el
})
dynamics.stop = makeArrayFn (el, options={}) ->
options.timeout ?= true
if options.timeout
# Clear timeouts too
animationsTimeouts = animationsTimeouts.filter (timeout) ->
if timeout.el == el and (!options.filter? or options.filter(timeout))
dynamics.clearTimeout(timeout.id)
return false
true
animations = animations.filter (animation) ->
animation.el != el
dynamics.setTimeout = (fn, delay) ->
addTimeout(fn, delay * slowRatio)
dynamics.clearTimeout = (id) ->
cancelTimeout(id)
dynamics.toggleSlow = ->
slow = !slow
if slow
slowRatio = 3
else
slowRatio = 1
console?.log?("dynamics.js: slow animations #{if slow then "enabled" else "disabled"}")
# CommonJS
if typeof module == "object" and typeof module.exports == "object"
module.exports = dynamics
# AMD
else if typeof define == "function"
define('dynamics', -> dynamics)
# Global
else
window.dynamics = dynamics
================================================
FILE: test/dynamics.coffee
================================================
mocha = require('mocha')
jsdom = require('mocha-jsdom')
expect = require('chai').expect
assert = require('chai').assert
dynamics = require('../src/dynamics')
jsdom()
dynamics.tests =
matrixForTransform: (transform) ->
if transform == "translateX(50px) rotateZ(45deg)"
return "matrix3d(0.7071067811865476, 0.7071067811865475, 0, 0, -0.7071067811865475, 0.7071067811865476, 0, 0, 0, 0, 1, 0, 50, 0, 0, 1)"
expectEqualMatrix3d = (a, b) ->
r = /matrix3?d?\(([-0-9, \.]*)\)/
argsA = a.match(r)?[1].split(',')
argsB = b.match(r)?[1].split(',')
for i in [0...argsA.length]
expect(Math.abs(parseFloat(argsA[i]) - parseFloat(argsB[i]))).to.be.below(0.00001)
describe 'dynamics.css', ->
it 'apply css to a DOM element', ->
el = document.createElement('div')
dynamics.css(el, {
left: 0,
top: "5px",
backgroundColor: "#FF0000"
})
expect(el.style.left).eql('0px')
expect(el.style.top).eql('5px')
expect(el.style.backgroundColor).eql('rgb(255, 0, 0)')
it 'apply transform to a DOM element', ->
el = document.createElement('div')
dynamics.css(el, {
translateX: 10,
translateY: "0px",
translateZ: "25%",
rotateZ: "90deg",
rotateX: 45,
skewX: 10,
scale: 2
})
expect(el.style.transform).eql("translateX(10px) translateY(0px) translateZ(25%) rotateZ(90deg) rotateX(45deg) skewX(10deg) scaleX(2) scaleY(2) scaleZ(2)")
it 'works with an array of DOM element', ->
els = [
document.createElement('div'),
document.createElement('div')
]
dynamics.css(els, {
left: "10px"
})
expect(els[0].style.left).eql('10px')
expect(els[1].style.left).eql('10px')
describe 'dynamics.animate', ->
it 'animate position properties of a DOM element', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
left: 100,
top: "50px",
translateX: 50,
rotateZ: 45
}, {
duration: 25,
type: dynamics.easeInOut
})
setTimeout ->
expect(el.style.left).eql("100px")
expect(el.style.top).eql("50px")
expectEqualMatrix3d(el.style.transform, dynamics.tests.matrixForTransform("translateX(50px) rotateZ(45deg)"))
done()
, 50
it 'animate scrollTop of a DOM element', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
scrollTop: 100,
}, {
duration: 25,
type: dynamics.easeInOut
})
setTimeout ->
expect(el.scrollTop).eql('100')
done()
, 50
it 'animate with a delay', (done) ->
el = document.createElement('div')
el.style.left = 0
dynamics.animate(el, {
left: 100
}, {
duration: 25,
delay: 100,
type: dynamics.easeInOut
})
setTimeout ->
expect(el.style.left).eql("0px")
, 50
setTimeout ->
expect(el.style.left).not.eql("100px")
, 110
setTimeout ->
expect(el.style.left).eql("100px")
done()
, 150
it 'works with an array of elements', (done) ->
els = [
document.createElement('div'),
document.createElement('div')
]
el0asserted = false
el1asserted = false
dynamics.animate(els, {
left: 100,
}, {
duration: 25,
complete: (el) ->
el0asserted = true if el == els[0]
el1asserted = true if el == els[1]
})
setTimeout ->
expect(els[0].style.left).eql("100px")
expect(els[1].style.left).eql("100px")
assert(el0asserted, "complete wasn't called with the right element")
assert(el1asserted, "complete wasn't called with the right element")
done()
, 50
it 'calls change while the animation is running', (done) ->
el = document.createElement('div')
changeCalls = 0
dynamics.animate(el, {
left: 100,
top: "50px"
}, {
duration: 100,
type: dynamics.easeInOut,
change: ->
changeCalls += 1
})
setTimeout ->
expect(changeCalls).to.be.above(1)
done()
, 150
it 'calls change with element being animated', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
left: 100,
top: "50px"
}, {
duration: 100,
type: dynamics.easeInOut,
change: (element) ->
assert(el == element, "Element should be the same")
})
setTimeout ->
done()
, 150
it 'calls change with progress incrementing', (done) ->
el = document.createElement('div')
savedProgress = -1
dynamics.animate(el, {
left: 100,
top: "50px"
}, {
duration: 100,
type: dynamics.easeInOut,
change: (el, progress) ->
assert(progress > savedProgress, "Progress should increment")
assert(progress >= 0 && progress <= 1, "Progress should be in [0, 1] range")
savedProgress = progress
})
setTimeout ->
assert(savedProgress == 1, "Progress should end with 1")
done()
, 150
it 'actually animates properties while the animation is running', (done) ->
el = document.createElement('div')
previous = { left: 0, top: 0, translateX: 0, rotateZ: 0, transform: 'none' }
dynamics.animate(el, {
left: 100,
top: "50px",
translateX: 50,
rotateZ: 45
}, {
duration: 100,
type: dynamics.easeInOut
})
interval = setInterval ->
current = { left: parseFloat(el.style.left), top: parseFloat(el.style.top), transform: el.style.transform }
assert(current.left >= previous.left, "Left should increment")
assert(current.top >= previous.top, "Top should increment")
assert(current.transform != previous.transform or (current.transform == previous.transform && current.transform != "none"), "Transform should change")
previous = current
, 20
setTimeout ->
clearInterval(interval)
done()
, 150
it 'calls complete when the animation is over', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
left: 100,
top: "50px"
}, {
duration: 25,
complete: ->
done()
})
it 'comes back to the original value with dynamics.bounce', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
left: 100
}, {
duration: 25,
type: dynamics.bounce,
complete: ->
expect(el.style.left).eql("0px")
done()
})
it 'animates the points of a svg element correctly', (done) ->
regex = /M([.\d]*),([.\d]*) C([.\d]*),([.\d]*)/
dynamics.tests.isSVG = (el) ->
true
el = document.createElement('polygon')
el.setAttribute("points", "M101.88,22 C101.88,18.25")
previous = el.getAttribute("points").match(regex)
dynamics.animate(el, {
points: "M50,10 C88.11,20.45"
}, {
duration: 100
})
interval = setInterval ->
current = el.getAttribute("points").match(regex)
assert(current?)
expect(parseFloat(current[1])).to.at.most(parseFloat(previous[1]))
expect(parseFloat(current[2])).to.at.most(parseFloat(previous[2]))
expect(parseFloat(current[3])).to.at.most(parseFloat(previous[3]))
expect(parseFloat(current[4])).to.at.least(parseFloat(previous[4]))
previous = current
, 20
setTimeout ->
clearInterval(interval)
expect(el.getAttribute("points")).to.be.equal("M50,10 C88.11,20.45")
done()
, 150
it 'animates the points of a svg path correctly', (done) ->
el = document.createElement('path')
# On chrome 52 getComputedStyle give a "d" property for path
# Mock window.getComputedStyle
style = window.getComputedStyle(el, null)
style.setProperty('d', 'path(10 20 30)')
oldComputed = window.getComputedStyle
window.getComputedStyle = (el, pseudoElt) -> style
dynamics.tests.isSVG = (el) -> true
el.setAttribute("d", "M101.88,22 C101.88,18.25")
dynamics.animate(el, {
d: "M50,10 C88.11,20.45"
}, {
duration: 100
})
setTimeout ->
expect(el.getAttribute("d")[0]).to.be.equal('M')
window.getComputedStyle = oldComputed # remove mock to avoid conflict for the next test
done()
, 50
it 'animates properties of an object correctly', (done) ->
assertTypes = (object) ->
expect(typeof(object.number)).to.be.equal('number', 'object.number has the wrong type')
expect(typeof(object.negative)).to.be.equal('number', 'object.negative has the wrong type')
expect(typeof(object.string)).to.be.equal('string', 'object.string has the wrong type')
expect(typeof(object.stringArray)).to.be.equal('string', 'object.stringArray has the wrong type')
assert(object.array instanceof Array, 'object.array has the wrong type')
expect(typeof(object.hexColor)).to.be.equal('string', 'object.hexColor has the wrong type')
expect(typeof(object.rgbColor)).to.be.equal('string', 'object.rgbColor has the wrong type')
expect(typeof(object.rgbaColor)).to.be.equal('string', 'object.rgbaColor has the wrong type')
expect(typeof(object.background)).to.be.equal('string', 'object.background has the wrong type')
assertFormats = (object) ->
assert(object.stringArray.match(/^([.\d]*) ([.\d]*), d([.\d]*):([.\d]*)$/)?, 'object.stringArray has the wrong format')
assert(object.array[0].match(/^([.\d]*)deg$/)?, 'object.array[0] has the wrong format')
assert(object.array[2].match(/^([.\d]*)$/)?, 'object.array[2] has the wrong format')
assert(object.array[4].match(/^#([a-zA-Z\d]{6})$/)?, 'object.array[4] has the wrong format')
assert(object.hexColor.match(/^#([a-zA-Z\d]{6})$/)?, 'object.hexColor has the wrong format')
assert(object.rgbColor.match(/^rgb\(([.\d]*), ([.\d]*), ([.\d]*)\)$/)?, 'object.rgbColor has the wrong format')
assert(object.rgbaColor.match(/^rgba\(([.\d]*), ([.\d]*), ([.\d]*), ([.\d]*)\)$/)?, 'object.rgbaColor has the wrong format')
assert(object.background.match(/^linear-gradient\(#([a-zA-Z\d]{6}), #([a-zA-Z\d]{6})\)$/)?, 'object.background has the wrong format')
object = {
number: 0,
negative: -10,
string: "10",
stringArray: "10 50, d10:50",
array: ["0deg", 0, "1.10", 10, "#FFFFFF"],
hexColor: "#FFFFFF",
rgbColor: "rgb(255, 255, 255)",
rgbaColor: "rgba(255, 255, 255, 0)",
translateX: 0,
rotateZ: 0,
background: "linear-gradient(#FFFFFF, #000000)",
}
previous = JSON.parse(JSON.stringify(object))
dynamics.animate(object, {
number: 10,
negative: 50,
string: "50",
stringArray: "100 1, d0:100",
array: ["100deg", 40, "2.20", 20, "#123456"],
hexColor: "#123456",
rgbColor: "rgb(18, 52, 86)",
rgbaColor: "rgba(18, 52, 86, 1)",
translateX: 10,
rotateZ: 1,
background: "linear-gradient(#FF0000, #F0F0F0)",
}, {
duration: 100
})
interval = setInterval ->
current = JSON.parse(JSON.stringify(object))
assertTypes(current)
assertFormats(current)
# Assert values are changing
expect(current.number).to.at.least(previous.number)
expect(current.negative).to.at.least(previous.negative)
expect(parseFloat(current.string)).to.at.least(parseFloat(previous.string))
stringArrayArgs = current.stringArray.match(/^([.\d]*) ([.\d]*), d([.\d]*):([.\d]*)$/)
previousStringArrayArgs = previous.stringArray.match(/^([.\d]*) ([.\d]*), d([.\d]*):([.\d]*)$/)
expect(parseFloat(stringArrayArgs[1])).to.at.least(parseFloat(previousStringArrayArgs[1]))
expect(parseFloat(stringArrayArgs[2])).to.at.most(parseFloat(previousStringArrayArgs[2]))
expect(parseFloat(stringArrayArgs[3])).to.at.most(parseFloat(previousStringArrayArgs[3]))
expect(parseFloat(stringArrayArgs[4])).to.at.least(parseFloat(previousStringArrayArgs[4]))
previous = current
, 20
setTimeout ->
clearInterval(interval)
assertTypes(object)
assertFormats(object)
done()
, 150
it 'animates actual properties of an object correctly', (done) ->
object = {}
Object.defineProperty(object, "prop", {
set: (v) ->
@_prop = v
get: ->
@_prop
})
object.prop = 1
dynamics.animate(object, {
prop: 0
}, {
duration: 100
})
previousProp = object.prop
interval = setInterval ->
assert(object.prop >= 0 && object.prop <= 1, "prop is between 0 and 1")
assert(object.prop < previousProp || object.prop == 0, "prop should be decreasing or equal 0")
previousProp = object.prop
, 20
setTimeout ->
clearInterval(interval)
expect(object.prop).to.be.equal(0, 'object.prop has the wrong end value')
done()
, 150
it 'finishes the animation with the correct end state while using a specific bezier curve', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
left: 100,
}, {
duration: 25,
type: dynamics.bezier,
points: [
{"x":0,"y":0,"cp":[{"x":0,"y":1}]},
{"x":1,"y":0,"cp":[{"x":0.5,"y":0}]}
],
complete: ->
expect(el.style.left).eql('0px')
done()
})
describe 'dynamics.stop', ->
it 'actually stops current animation', (done) ->
el = document.createElement('div')
changeCanBeCalled = true
dynamics.animate(el, {
left: 100
}, {
duration: 100,
type: dynamics.easeInOut,
change: ->
assert(changeCanBeCalled, "change shouldn't be called anymore")
,
complete: ->
assert(false, "complete shouldn't be called")
})
setTimeout ->
dynamics.stop(el)
changeCanBeCalled = false
, 50
setTimeout ->
done()
, 150
it 'also works with a delayed animation', (done) ->
el = document.createElement('div')
dynamics.animate(el, {
left: 100
}, {
duration: 100,
delay: 100,
change: ->
assert(false, "change shouldn't be called")
,
complete: ->
assert(false, "complete shouldn't be called")
})
setTimeout ->
dynamics.stop(el)
, 50
setTimeout ->
done()
, 150
it 'also works with multiple delayed animations', (done) ->
els = [document.createElement('div'), document.createElement('div'), document.createElement('div')]
delay = 100
for el in els
dynamics.animate(el, {
left: 100
}, {
duration: 100,
delay: delay,
change: ->
assert(false, "change shouldn't be called")
,
complete: ->
assert(false, "complete shouldn't be called")
})
delay += 50
setTimeout ->
for el in els
dynamics.stop(el)
, 50
setTimeout ->
done()
, 450
describe 'curves', ->
describe 'dynamics.linear', ->
it 'works', ->
curve = dynamics.linear()
expect(curve(0)).eql(0)
expect(curve(0.1)).eql(0.1)
expect(curve(5)).eql(5)
expect(curve(5.6)).eql(5.6)
expect(curve(7.8)).eql(7.8)
expect(curve(1)).eql(1)
describe 'dynamics.easeInOut', ->
it 'works', ->
curve = dynamics.easeInOut()
expect(curve(0)).eql(0)
assert(curve(0.25) > 0 && curve(0.25) < 0.5)
expect(curve(0.5)).eql(0.5)
assert(curve(0.75) > 0.5 && curve(0.75) < 1)
expect(curve(1)).eql(1)
describe 'dynamics.easeIn', ->
it 'increases exponentially', ->
curve = dynamics.easeIn()
inter = 0.1
diff = 0
for i in [1..10]
t1 = inter * (i - 1)
t2 = inter * i
newDiff = curve(t2) - curve(t1)
assert(newDiff > diff, "easeIn should be exponential")
diff = newDiff
describe 'dynamics.easeOut', ->
it 'increases 1/exponentially', ->
curve = dynamics.easeOut()
inter = 0.1
diff = 1
for i in [1..10]
t1 = inter * (i - 1)
t2 = inter * i
newDiff = curve(t2) - curve(t1)
assert(newDiff < diff, "easeOut should be 1/exponential")
diff = newDiff
describe 'dynamics.bounce', ->
it 'starts and returns to initial state', ->
curve = dynamics.bounce()
assert(curve(0) < 0.001 && curve(0) >= 0)
assert(curve(1) < 0.001 && curve(1) >= 0)
describe 'dynamics.forceWithGravity', ->
it 'starts and returns to initial state', ->
curve = dynamics.forceWithGravity()
assert(curve(0) < 0.001 && curve(0) >= 0)
assert(curve(1) < 0.001 && curve(1) >= 0)
describe 'dynamics.setTimeout', ->
it 'works', (done) ->
t = Date.now()
dynamics.setTimeout(->
assert(Math.abs(Date.now() - t - 100) < 30)
done()
, 100)
describe 'dynamics.clearTimeout', ->
it 'works', (done) ->
i = dynamics.setTimeout(->
assert(false)
, 100)
dynamics.clearTimeout(i)
setTimeout(->
done()
, 200)