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Kinetic.js
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/**
* @module ol/Kinetic
*/
/**
* @classdesc
* Implementation of inertial deceleration for map movement.
*
* @api
*/
class Kinetic {
/**
* @param {number} decay Rate of decay (must be negative).
* @param {number} minVelocity Minimum velocity (pixels/millisecond).
* @param {number} delay Delay to consider to calculate the kinetic
* initial values (milliseconds).
*/
constructor(decay, minVelocity, delay) {
/**
* @private
* @type {number}
*/
this.decay_ = decay;
/**
* @private
* @type {number}
*/
this.minVelocity_ = minVelocity;
/**
* @private
* @type {number}
*/
this.delay_ = delay;
/**
* @private
* @type {Array<number>}
*/
this.points_ = [];
/**
* @private
* @type {number}
*/
this.angle_ = 0;
/**
* @private
* @type {number}
*/
this.initialVelocity_ = 0;
}
/**
* FIXME empty description for jsdoc
*/
begin() {
this.points_.length = 0;
this.angle_ = 0;
this.initialVelocity_ = 0;
}
/**
* @param {number} x X.
* @param {number} y Y.
*/
update(x, y) {
this.points_.push(x, y, Date.now());
}
/**
* @return {boolean} Whether we should do kinetic animation.
*/
end() {
if (this.points_.length < 6) {
// at least 2 points are required (i.e. there must be at least 6 elements
// in the array)
return false;
}
const delay = Date.now() - this.delay_;
const lastIndex = this.points_.length - 3;
if (this.points_[lastIndex + 2] < delay) {
// the last tracked point is too old, which means that the user stopped
// panning before releasing the map
return false;
}
// get the first point which still falls into the delay time
let firstIndex = lastIndex - 3;
while (firstIndex > 0 && this.points_[firstIndex + 2] > delay) {
firstIndex -= 3;
}
const duration = this.points_[lastIndex + 2] - this.points_[firstIndex + 2];
// we don't want a duration of 0 (divide by zero)
// we also make sure the user panned for a duration of at least one frame
// (1/60s) to compute sane displacement values
if (duration < 1000 / 60) {
return false;
}
const dx = this.points_[lastIndex] - this.points_[firstIndex];
const dy = this.points_[lastIndex + 1] - this.points_[firstIndex + 1];
this.angle_ = Math.atan2(dy, dx);
this.initialVelocity_ = Math.sqrt(dx * dx + dy * dy) / duration;
return this.initialVelocity_ > this.minVelocity_;
}
/**
* @return {number} Total distance travelled (pixels).
*/
getDistance() {
return (this.minVelocity_ - this.initialVelocity_) / this.decay_;
}
/**
* @return {number} Angle of the kinetic panning animation (radians).
*/
getAngle() {
return this.angle_;
}
}
export default Kinetic;