Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'framesync' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.
({ complete, update }): PhysicsInterface => {
let {
acceleration = 0,
friction = 0,
velocity = 0,
springStrength,
to
} = props;
const { restSpeed = 0.001, from = 0 } = props;
let current = from;
const process = sync.update(({ delta }) => {
// Integration doesn't work well with very low numbers
const elapsed = Math.max(delta, 16);
if (acceleration) velocity += speedPerFrame(acceleration, elapsed);
if (friction) velocity *= (1 - friction) ** (elapsed / 100);
if (springStrength !== undefined && to !== undefined) {
const distanceToTarget = to - current;
velocity += distanceToTarget * speedPerFrame(springStrength, elapsed);
}
current += speedPerFrame(velocity, elapsed);
update(current);
const isComplete =
const {
from = 0.0,
to = 0.0,
stiffness = 100,
damping = 10,
mass = 1.0,
restSpeed = 0.01,
restDelta = 0.01
} = props;
const initialVelocity = velocity ? -(velocity / 1000) : 0.0;
let t = 0;
const delta = to - from;
let position = from;
let prevPosition = position;
const process = sync.update(({ delta: timeDelta }) => {
t += timeDelta;
const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));
const angularFreq = Math.sqrt(stiffness / mass) / 1000;
prevPosition = position;
// Underdamped
if (dampingRatio < 1) {
const envelope = Math.exp(-dampingRatio * angularFreq * t);
const expoDecay =
angularFreq * Math.sqrt(1.0 - dampingRatio * dampingRatio);
position =
to -
envelope *
}
update(output);
};
const onMove = (e: TouchEvent) => {
if (preventDefault || e.touches.length > 1) e.preventDefault();
sync.update(updatePoint);
};
const updateOnMove = listen(document, 'touchmove', {
passive: !preventDefault
}).start(onMove);
// TODO: Look into running this as a process
if (isTouchDevice) sync.update(updatePoint);
return {
stop: () => {
cancelSync.update(updatePoint);
updateOnMove.stop();
}
};
});
update() {
const { stiffness, damping, mass, from, to, restSpeed, restDisplacement } = this.props;
const { delta, initialVelocity } = this;
const timeDelta = timeSinceLastFrame() / 1000;
const t = this.t = this.t + timeDelta;
const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));
const angularFreq = Math.sqrt(stiffness / mass);
const expoDecay = angularFreq * Math.sqrt(1.0 - (dampingRatio * dampingRatio));
const x0 = 1;
let oscillation = 0.0;
// Underdamped
if (dampingRatio < 1) {
const envelope = Math.exp(-dampingRatio * angularFreq * t);
oscillation = envelope * (((initialVelocity + dampingRatio * angularFreq * x0) / expoDecay) * Math.sin(expoDecay * t) + (x0 * Math.cos(expoDecay * t)));
this.velocity = (envelope * ((Math.cos(expoDecay * t) * (initialVelocity + dampingRatio * angularFreq * x0)) - (expoDecay * x0 * Math.sin(expoDecay * t))) -
((dampingRatio * angularFreq * envelope) * ((((Math.sin(expoDecay * t) * (initialVelocity + dampingRatio * angularFreq * x0)) ) / expoDecay) + (x0 * Math.cos(expoDecay * t)))));
update() {
const { autoStopSpeed, acceleration, friction, velocity, spring, to } = this.props;
let newVelocity = velocity;
const elapsed = timeSinceLastFrame();
// Apply acceleration to velocity
if (acceleration) {
newVelocity += speedPerFrame(acceleration, elapsed);
}
// Apply friction to velocity
if (friction) {
newVelocity *= (1 - friction) ** (elapsed / 100);
}
if (spring && to !== undefined) {
const distanceToTarget = to - this.current;
newVelocity += distanceToTarget * speedPerFrame(spring, elapsed);
}
const updateTween = () => {
elapsed += timeSinceLastFrame();
// const progress = clampProgress(getProgressFromValue(0, duration, elapsed));
// const current = getValueFromProgress(from, to, ease(progress));
update(elapsed);
};
function onPointerDown(
event: MouseEvent | TouchEvent | PointerEvent,
info: EventInfo
) {
// If we have more than one touch, don't start detecting this gesture
if (isTouchEvent(event) && event.touches.length > 1) return
const initialInfo = transformPoint(info)
const { point } = initialInfo
const { timestamp } = getFrameData()
session.current = {
target: event.target,
pointHistory: [{ ...point, timestamp }],
}
const { onPanSessionStart } = handlersRef.current
onPanSessionStart && onPanSessionStart(event, getPanInfo(initialInfo))
removePointerEvents()
const removeOnPointerMove = addPointerEvent(
window,
"pointermove",
onPointerMove
)
cancelPan()
return
}
const info = getPanInfo(lastMoveEventInfo.current)
const panStarted = session.current.startEvent !== undefined
// Only start panning if the offset is larger than 3 pixels. If we make it
// any larger than this we'll want to reset the pointer history
// on the first update to avoid visual snapping to the cursoe.
const distancePastThreshold = distance(info.offset, { x: 0, y: 0 }) >= 3
if (!panStarted && !distancePastThreshold) return
const { point } = info
const { timestamp } = getFrameData()
session.current.pointHistory.push({ ...point, timestamp })
const { onPanStart, onPan } = handlersRef.current
if (!panStarted) {
onPanStart && onPanStart(lastMoveEvent.current, info)
session.current.startEvent = lastMoveEvent.current
}
onPan && onPan(lastMoveEvent.current, info)
}
if (this.children) {
this.children.forEach(this.setChild)
}
if (render && this.renderSubscribers) {
this.renderSubscribers.forEach(this.notifySubscriber)
}
// Update timestamp
const { delta, timestamp } = getFrameData()
if (this.lastUpdated !== timestamp) {
this.timeDelta = delta
this.lastUpdated = timestamp
sync.postRender(this.scheduleVelocityCheck)
}
}
update: (transforms: Coords) => {
applyCoordTransform(el, transforms);
// this helps prevent layout thrashing
sync.postRender(() => recordPositions([el]));
},
complete: cachedResolve,