Files
Projektarbeit-MYP/network-visualization/node_modules/gsap/PhysicsPropsPlugin.js

174 lines
4.7 KiB
JavaScript

/*!
* PhysicsPropsPlugin 3.13.0
* https://gsap.com
*
* @license Copyright 2008-2025, GreenSock. All rights reserved.
* Subject to the terms at https://gsap.com/standard-license
* @author: Jack Doyle, jack@greensock.com
*/
/* eslint-disable */
var gsap,
_coreInitted,
_getUnit,
_getStyleSaver,
_reverting,
_getGSAP = function _getGSAP() {
return gsap || typeof window !== "undefined" && (gsap = window.gsap) && gsap.registerPlugin && gsap;
},
_round = function _round(value) {
return Math.round(value * 10000) / 10000;
},
_bonusValidated = 1,
//<name>PhysicsPropsPlugin</name>
_initCore = function _initCore(core) {
gsap = core || _getGSAP();
if (!_coreInitted) {
_getUnit = gsap.utils.getUnit;
_getStyleSaver = gsap.core.getStyleSaver;
_reverting = gsap.core.reverting || function () {};
_coreInitted = 1;
}
};
var PhysicsProp = function PhysicsProp(target, p, velocity, acceleration, friction, stepsPerTimeUnit) {
var cache = target._gsap,
curVal = cache.get(target, p);
this.p = p;
this.set = cache.set(target, p); //setter
this.s = this.val = parseFloat(curVal);
this.u = _getUnit(curVal) || 0;
this.vel = velocity || 0;
this.v = this.vel / stepsPerTimeUnit;
if (acceleration || acceleration === 0) {
this.acc = acceleration;
this.a = this.acc / (stepsPerTimeUnit * stepsPerTimeUnit);
} else {
this.acc = this.a = 0;
}
this.fr = 1 - (friction || 0);
};
export var PhysicsPropsPlugin = {
version: "3.13.0",
name: "physicsProps",
register: _initCore,
init: function init(target, value, tween) {
_coreInitted || _initCore();
var data = this,
p;
data.styles = _getStyleSaver && _getStyleSaver(target);
data.target = target;
data.tween = tween;
data.step = 0;
data.sps = 30; //steps per second
data.vProps = [];
for (p in value) {
var _value$p = value[p],
velocity = _value$p.velocity,
acceleration = _value$p.acceleration,
friction = _value$p.friction;
if (velocity || acceleration) {
data.vProps.push(new PhysicsProp(target, p, velocity, acceleration, friction, data.sps));
data._props.push(p);
_getStyleSaver && data.styles.save(p);
friction && (data.hasFr = 1);
}
}
},
render: function render(ratio, data) {
var vProps = data.vProps,
tween = data.tween,
target = data.target,
step = data.step,
hasFr = data.hasFr,
sps = data.sps,
i = vProps.length,
time = tween._from ? tween._dur - tween._time : tween._time,
curProp,
steps,
remainder,
j,
tt;
if (tween._time || !_reverting()) {
if (hasFr) {
time *= sps;
steps = (time | 0) - step;
/*
Note: rounding errors build up if we walk the calculations backward which we used to do like this to maximize performance:
while (i--) {
curProp = vProps[i];
j = -steps;
while (j--) {
curProp.val -= curProp.v;
curProp.v /= curProp.fr;
curProp.v -= curProp.a;
}
curProp.set(target, curProp.p, _round(curProp.val + (curProp.v * remainder * curProp.fr)) + curProp.u);
}
but now for the sake of accuracy (to ensure rewinding always goes back to EXACTLY the same spot), we force the calculations to go forward every time. So if the tween is going backward, we just start from the beginning and iterate. This is only necessary with friction.
*/
if (steps < 0) {
while (i--) {
curProp = vProps[i];
curProp.v = curProp.vel / sps;
curProp.val = curProp.s;
}
i = vProps.length;
data.step = step = 0;
steps = time | 0;
}
remainder = time % 1;
while (i--) {
curProp = vProps[i];
j = steps;
while (j--) {
curProp.v += curProp.a;
curProp.v *= curProp.fr;
curProp.val += curProp.v;
}
curProp.set(target, curProp.p, _round(curProp.val + curProp.v * remainder * curProp.fr) + curProp.u);
}
data.step += steps;
} else {
tt = time * time * 0.5;
while (i--) {
curProp = vProps[i];
curProp.set(target, curProp.p, _round(curProp.s + curProp.vel * time + curProp.acc * tt) + curProp.u);
}
}
} else {
data.styles.revert();
}
},
kill: function kill(property) {
var vProps = this.vProps,
i = vProps.length;
while (i--) {
vProps[i].p === property && vProps.splice(i, 1);
}
}
};
_getGSAP() && gsap.registerPlugin(PhysicsPropsPlugin);
export { PhysicsPropsPlugin as default };