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polymer-p2r.js
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// TODO: remove the one frame stutter when flinging in.
// TODO: don't redraw so much.
// Using a constant timestep for now.
var TIMESTEP = 16;
function Overscroll(max_offset) {
// Constants to configure spring physics
this.SPRING_CONSTANT = 0.0003;
this.DAMPING = 0.5;
this.SPRING_LERP_POW = 4;
this.FRICTION = 0.95;
var self = this;
var d = 0;
var v = 0;
var target = null;
var prev_time = 0;
// Time since last fling, or null if not in fling.
var fling_time = null;
// Only used for tweaking via developer console.
this.setParms = function(k, b) {
this.SPRING_CONSTANT = k;
this.DAMPING = b;
}
this.setTarget = function(t) {
target = t;
v = 0;
fling_time = null;
prev_time = 0;
}
this.setVelocity = function(vel) {
fling_time = 0;
v = vel;
}
this.addFriction = function(delta) {
if (delta < 0) {
return delta;
}
delta = delta / max_offset;
return max_offset * delta / (1 + delta);
}
this.reachedTarget = function() {
return Math.abs(d - target) < 1 && v === 0;
}
this.step = function(time) {
if (target === null && v === 0) {
return false;
}
var current_distance = d;
var target_pos = target === null ? 0 : target;
var delta = time - prev_time;
// If we don't have information on elapsed time, assume it's been 30 ms
// since the last update.
if (prev_time === 0) {
delta = TIMESTEP;
}
prev_time = time;
if (fling_time !== null) {
fling_time += delta;
}
var lerp = 1;
if (fling_time !== null && fling_time < 500) {
lerp = fling_time / 500;
}
var a = Math.pow(lerp, this.SPRING_LERP_POW) *
(this.SPRING_CONSTANT * (target - d));
v *= this.FRICTION;
v += a * delta;
// Using the velocity after applying the acceleration due to the spring
// keeps the simulation more stable.
var dampening = Math.pow(lerp, this.SPRING_LERP_POW) * this.DAMPING * v;
v -= dampening;
d += v * delta;
if (target_pos - d > -0.1 && v <= 0) {
v = 0;
d = target;
target = null;
prev_time = 0;
}
return d !== current_distance;
}
this.setOffset = function(o) {
fling_time = Number.MAX_VALUE;
prev_time = 0;
target = null;
d = o;
v = 0;
}
this.getOffset = function() {
return d;
}
}
// Performs an ordinary least squares regression.
function VelocityCalculator(bufferSize) {
var y_buffer = new Array(bufferSize);
var t_buffer = new Array(bufferSize);
var index = 0;
// We do this frequently, so keep it light. Delay as much computation as
// possible until |getVelocity| is called.
this.addValue = function(y, t) {
y_buffer[index] = y;
t_buffer[index] = t;
index = (index + 1) % bufferSize;
}
this.getVelocity = function() {
var y_sum = 0;
var t_sum = 0;
for (var i = 0; i < bufferSize; ++i) {
y_sum += y_buffer[i];
t_sum += t_buffer[i];
console.log(t_buffer[i] + ", " + y_buffer[i]);
}
var y_mean = y_sum / bufferSize;
var t_mean = t_sum / bufferSize;
var sum_yt = 0;
var sum_tt = 0;
for (var i = 0; i < bufferSize; ++i) {
var t_i = (t_buffer[i] - t_mean);
sum_yt += (y_buffer[i] - y_mean) * t_i;
sum_tt += t_i * t_i;
}
console.log(sum_yt / sum_tt);
return sum_yt / sum_tt;
}
this.getLastDeltas = function() {
var y1 = y_buffer[(index - 3) % bufferSize];
var y2 = y_buffer[(index - 2) % bufferSize];
var y3 = y_buffer[(index - 1) % bufferSize];
return [y2 - y1, y3 - y2];
}
}
Polymer('polymer-p2r', {
ready: function() {
var self = this;
var p2r = self.$.p2r;
// Switch for document scrolling.
// var scroller = document.body;
var scroller = self.$.scroller;
var scrollcontent = self.$.scrollcontent;
var pullStartY = 0;
var loadingOffset = 150;
var fingersDown = 0;
var overscroll = new Overscroll(window.innerHeight);
var isFirstTouchMove = false;
var frame = 0;
// expose for access via developer console.
window.scroller = scroller;
window.overscroll = overscroll;
window.polymer_element = this;
var velocityCalculator = new VelocityCalculator(5);
function getHeaderClassName() {
return self.className;
}
function setHeaderClassName(name) {
self.className = name;
}
function translateY(element, offset) {
element.style.webkitTransform = 'translate3d(0, ' + offset + 'px, 0)';
}
function checkPulled() {
if (fingersDown === 0) {
return;
}
var triggerOffset = 60;
if (getHeaderClassName() != 'loading') {
setHeaderClassName(overscroll.getOffset() > triggerOffset ? 'pulled' : '');
}
}
var time = 0;
function onAnimationFrame() {
// Use a hard coded delta for now, as Euler integration behaves badly when
// given timestamps which vary as much as the RAF timestamps do.
// TODO: integrate better (RK4? Do more Euler integration steps, with a
// fixed timestep, and interpolate between them?)
time += TIMESTEP;
// TODO - figure out if we can ever not schedule an update.
requestAnimationFrame(onAnimationFrame);
velocityCalculator.addValue(scroller.scrollTop, time);
if (!overscroll.step(time) && overscroll.getOffset() == 0) {
return;
}
if (overscroll.getOffset() < 0) {
scroller.scrollTop = -overscroll.getOffset();
overscroll.setOffset(0);
} else if (scroller.scrollTop !== 0 && overscroll.getOffset() > 0) {
console.log("Repair offset required ");
}
var offset = overscroll.addFriction(overscroll.getOffset());
var clientHeight = p2r.clientHeight;
checkPulled();
translateY(scrollcontent, offset);
translateY(p2r, offset - clientHeight);
frame++;
}
function isP2rVisible() {
return scroller.scrollTop <= overscroll.getOffset();
}
function isPulling() {
return overscroll.getOffset() > 0;
}
function finishPull(e) {
fingersDown--;
if (!isPulling() || fingersDown != 0 || !isP2rVisible()) {
return;
}
if (getHeaderClassName() == 'pulled') {
setHeaderClassName('loading');
setTimeout(finishLoading, 2000);
overscroll.setTarget(loadingOffset);
} else {
overscroll.setTarget(Math.max(0, scroller.scrollTop));
}
}
function finishLoading() {
setHeaderClassName('');
if (isP2rVisible() && fingersDown == 0) {
overscroll.setTarget(Math.max(0, scroller.scrollTop));
}
}
scroller.addEventListener('touchstart', function(e) {
fingersDown++;
isFirstTouchMove = true;
overscroll.setOffset(overscroll.getOffset());
});
scroller.addEventListener('touchmove', function(e) {
/* if (!e.cancelable) {
console.log("UNCANCELABLE MOVE!");
return;
}*/
console.log("touchmove " + e.touches[0].clientY);
console.log("scrollTop " + scroller.scrollTop);
console.log("overscroll offset " + overscroll.getOffset());
if (isFirstTouchMove) {
pullStartY = e.touches[0].clientY + scroller.scrollTop - overscroll.getOffset();
isFirstTouchMove = false;
if (isPulling()) {
console.log("prevent first touchmove");
e.preventDefault();
} else {
console.log("don't prevent first touchmove");
}
return;
}
var offset = e.touches[0].clientY - pullStartY;
console.log("OFFSET IS " + offset);
if(!isPulling() && offset <= 0) {
console.log("RESET PULL_START_Y");
// TODO: this is an ugly hack, to deal with the way that the scroll
// offset gets out of sync with |offset|.
pullStartY = e.touches[0].clientY + scroller.scrollTop - overscroll.getOffset();
return;
}
if (offset > 0) {
console.log("preventDefault (offset > 0)");
e.preventDefault();
} else {
console.log("don't preventDefault (offset <= 0)");
}
if (scroller.scrollTop == 0 &&
overscroll.getOffset() == 0 &&
velocityCalculator.getLastDeltas()[1] !== 0) {
// We may have a truncated delta, which will be handled in
// transitionIntoJavascriptScrollIfNecessary.
return;
}
console.log("setOffset " + offset);
overscroll.setOffset(offset);
});
function transitionIntoJavascriptScrollIfNecessary() {
if(isPulling() || scroller.scrollTop > 0) {
return;
}
var lastDeltas = velocityCalculator.getLastDeltas();
var truncatedScrollDelta = lastDeltas[1] - lastDeltas[0];
if(Math.abs(lastDeltas[0]) > Math.abs(lastDeltas[1])) {
// Looks like truncation occurred.
overscroll.setOffset(overscroll.getOffset() + truncatedScrollDelta);
}
if (fingersDown == 0) {
var vel = -velocityCalculator.getVelocity() * 0.9;
overscroll.setTarget(0);
overscroll.setVelocity(vel);
}
}
// Switch for document scrolling
scroller.addEventListener('scroll', transitionIntoJavascriptScrollIfNecessary);
// window.addEventListener('scroll', transitionIntoJavascriptScrollIfNecessary);
scroller.addEventListener('touchcancel', finishPull);
scroller.addEventListener('touchend', finishPull);
document.addEventListener('scroll', function() {
// Make 100% sure chrome knows we have a scroll listener.
});
requestAnimationFrame(onAnimationFrame);
}
});