whispervis/animate.go
2018-10-22 19:16:10 +02:00

125 lines
3.4 KiB
Go

package main
import (
"fmt"
"time"
"github.com/gopherjs/gopherjs/js"
"github.com/gopherjs/vecty"
"github.com/status-im/simulation/propagation"
)
// TODO(divan): move this as variables to the frontend
const (
BlinkDecay = 100 * time.Millisecond // time for highlighted node/link to be active
AnimationSlowdown = 1 // slowdown factor for propagation animation
FPS = 60 // default FPS
)
// animate fires up as an requestAnimationFrame handler.
func (w *WebGLScene) animate() {
if w.renderer == nil {
return
}
w.controls.Update()
if FPS == 60 {
js.Global.Call("requestAnimationFrame", w.animate)
} else {
time.AfterFunc((1000/FPS)*time.Millisecond, func() {
js.Global.Call("requestAnimationFrame", w.animate)
})
}
if w.autoRotate {
pos := w.graphGroup.Object.Get("rotation")
coeff := 60 / FPS * 0.001 // rotate faster on lower FPS
pos.Set("y", pos.Get("y").Float()+coeff)
w.graphGroup.UpdateMatrix()
}
if w.wobble {
w.wobbling.Animate()
w.updatePositions()
}
// some render throttling magic to prevent wasting CPU/GPU while idle
// if auto rotation or other effects are active, render always
var needRendering bool = w.wobble || w.autoRotate
if !needRendering {
// else, consult render throttler
needRendering = w.rt.NeedRendering()
}
if needRendering {
w.renderer.Render(w.scene, w.camera)
w.rt.ReenableIfNeeded()
}
}
// ToggleAutoRotation switches auto rotation option.
func (w *WebGLScene) ToggleAutoRotation() {
w.autoRotate = !w.autoRotate
}
// ToggleWobbling switches wobbling option.
func (w *WebGLScene) ToggleWobbling() {
w.wobble = !w.wobble
}
// BlinkNode animates a single node blinking. Node specified by its idx.
func (w *WebGLScene) BlinkNode(id int) {
node := w.nodes[id]
node.Set("material", BlinkedNodeMaterial)
restore := func() { node.Object.Set("material", DefaultNodeMaterial) }
time.AfterFunc(BlinkDecay, restore)
}
// BlinkEdge animates a single edge blinking. Edge specified by its idx.
func (w *WebGLScene) BlinkEdge(id int) {
edge := w.lines[id]
edge.Set("material", BlinkedEdgeMaterial)
restore := func() { edge.Object.Set("material", DefaultEdgeMaterial) }
time.AfterFunc(BlinkDecay, restore)
}
// AnimatePropagation visualizes propagation of message based on plog.
func (w *WebGLScene) AnimatePropagation(plog *propagation.Log) {
fmt.Println("Animating plog")
w.rt.Disable()
for i, ts := range plog.Timestamps {
duration := time.Duration(time.Duration(ts) * time.Millisecond)
duration = duration * AnimationSlowdown
nodes := plog.Nodes[i]
edges := plog.Indices[i]
fn := func() {
// blink nodes for this timestamp
for _, idx := range nodes {
w.BlinkNode(idx)
}
// blink links for this timestamp
for _, idx := range edges {
w.BlinkEdge(idx)
}
}
time.AfterFunc(duration, fn)
}
}
// MouseMoveListener implements listener for mousemove events.
// We use it for disabling render throttling, as mousemove events
// correlates with user moving inside of the WebGL canvas. We
// may switch to use mousedown or drag events, but let's see how
// mousemove works.
// This is sort of a hack, as the proper approach would be to get
// data from controls code (w.controls.Update), but it's currently
// a JS code, so it's easier use this hack.
func (p *Page) MouseMoveListener(e *vecty.Event) {
if !p.webgl.rt.NeedRendering() {
p.webgl.rt.Disable()
}
}