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Change default FPS to decrease CPU still usage
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@ -12,8 +12,10 @@ const (
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// TODO(divan): move this as variables to the frontend
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BlinkDecay = 100 * time.Millisecond // time for highlighted node/link to be active
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AnimationSlowdown = 1 // slowdown factor for propagation animation
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FPS = 20 // default FPS
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)
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// animate fires up as an requestAnimationFrame handler.
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func (w *WebGLScene) animate() {
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if w.renderer == nil {
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return
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@ -21,7 +23,9 @@ func (w *WebGLScene) animate() {
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w.controls.Update()
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js.Global.Call("requestAnimationFrame", w.animate)
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time.AfterFunc((1000/FPS)*time.Millisecond, func() {
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js.Global.Call("requestAnimationFrame", w.animate)
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})
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if w.autoRotate {
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pos := w.graphGroup.Object.Get("rotation")
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25
whispervis.js
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25
whispervis.js
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@ -162640,23 +162640,26 @@ $packages["github.com/status-im/whispervis"] = (function() {
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WebGLScene.ptr.prototype.animate = function() {
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var pos, w, $s, $r;
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/* */ $s = 0; var $f, $c = false; if (this !== undefined && this.$blk !== undefined) { $f = this; $c = true; pos = $f.pos; w = $f.w; $s = $f.$s; $r = $f.$r; } s: while (true) { switch ($s) { case 0:
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w = this;
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if (w.renderer === ptrType.nil) {
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w = [w];
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w[0] = this;
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if (w[0].renderer === ptrType.nil) {
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$s = -1; return;
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}
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$clone(w.controls, TrackBallControl).Update();
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$global.requestAnimationFrame($externalize($methodVal(w, "animate"), funcType));
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if (w.autoRotate) {
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pos = w.graphGroup.Object.rotation;
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$clone(w[0].controls, TrackBallControl).Update();
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time.AfterFunc(new time.Duration(0, 50000000), (function(w) { return function() {
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$global.requestAnimationFrame($externalize($methodVal(w[0], "animate"), funcType));
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}; })(w));
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if (w[0].autoRotate) {
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pos = w[0].graphGroup.Object.rotation;
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pos.y = $parseFloat(pos.y) + 0.001;
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}
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/* */ if (w.wobble) { $s = 1; continue; }
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/* */ if (w[0].wobble) { $s = 1; continue; }
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/* */ $s = 2; continue;
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/* if (w.wobble) { */ case 1:
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$r = w.wobbling.Animate(); /* */ $s = 3; case 3: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
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w.updatePositions();
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/* if (w[0].wobble) { */ case 1:
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$r = w[0].wobbling.Animate(); /* */ $s = 3; case 3: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
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w[0].updatePositions();
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/* } */ case 2:
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$clone(w.renderer, three.WebGLRenderer).Render(w.scene, $clone(w.camera, three.PerspectiveCamera));
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$clone(w[0].renderer, three.WebGLRenderer).Render(w[0].scene, $clone(w[0].camera, three.PerspectiveCamera));
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$s = -1; return;
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/* */ } return; } if ($f === undefined) { $f = { $blk: WebGLScene.ptr.prototype.animate }; } $f.pos = pos; $f.w = w; $f.$s = $s; $f.$r = $r; return $f;
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};
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