multiblock better scene bounds

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Mononaut 2024-09-19 19:17:59 +00:00
parent 7b04ff72cd
commit b14a354a06
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GPG Key ID: A3F058E41374C04E
5 changed files with 52 additions and 35 deletions

View File

@ -278,7 +278,7 @@ export default class BlockScene {
}
private applyTxUpdate(tx: TxView, update: ViewUpdateParams): void {
this.animateUntil = Math.max(this.animateUntil, tx.update(update, { minX: this.x - this.width, maxX: this.x + this.width + this.width, maxY: this.y + this.height }));
this.animateUntil = Math.max(this.animateUntil, tx.update(update, { minX: this.x, maxX: this.x + this.width, minY: this.y, maxY: this.y + this.height }));
}
private updateTxColor(tx: TxView, startTime: number, delay: number, animate: boolean = true, duration?: number): void {
@ -394,6 +394,7 @@ export default class BlockScene {
position: {
x: tx.screenPosition.x + (direction === 'right' ? this.width + this.animationOffset : (direction === 'left' ? -this.width - this.animationOffset : 0)),
y: tx.screenPosition.y + (direction === 'up' ? this.height + this.animationOffset : (direction === 'down' ? -this.height - this.animationOffset : 0)),
s: tx.screenPosition.s
}
},
duration: this.animationDuration,
@ -453,7 +454,7 @@ export default class BlockScene {
break;
}
return {
x: this.x + x + this.unitPadding + (slotSize / 2),
x: this.x + x + this.unitPadding - (slotSize / 2),
y: this.y + y + this.unitPadding - (slotSize / 2),
s: squareSize
};

View File

@ -2,12 +2,13 @@ import { FastVertexArray } from './fast-vertex-array';
import { InterpolatedAttribute, Attributes, OptionalAttributes, SpriteUpdateParams, Update } from './sprite-types';
const attribKeys = ['a', 'b', 't', 'v'];
const updateKeys = ['x', 'y', 's', 'r', 'g', 'b', 'a'];
const updateKeys = ['x', 'y', 'r', 'g', 'b', 'a'];
const attributeKeys = ['x', 'y', 's', 'r', 'g', 'b', 'a'];
export default class TxSprite {
static vertexSize = 30;
static vertexSize = 28;
static vertexCount = 6;
static dataSize: number = (30 * 6);
static dataSize: number = (28 * 6);
vertexArray: FastVertexArray;
vertexPointer: number;
@ -18,13 +19,14 @@ export default class TxSprite {
minX: number;
maxX: number;
minY: number;
maxY: number;
constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray, minX: number, maxX: number, maxY: number) {
constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray, minX: number, maxX: number, minY: number, maxY: number) {
const offsetTime = params.start;
this.vertexArray = vertexArray;
this.vertexData = Array(VI.length).fill(0);
this.vertexData = Array(TxSprite.dataSize).fill(0);
this.updateMap = {
x: 0, y: 0, s: 0, r: 0, g: 0, b: 0, a: 0
@ -32,6 +34,7 @@ export default class TxSprite {
this.minX = minX;
this.maxX = maxX;
this.minY = minY;
this.maxY = maxY;
this.attributes = {
@ -86,18 +89,24 @@ export default class TxSprite {
minDuration: minimum remaining transition duration when adjust = true
temp: if true, this update is only temporary (can be reversed with 'resume')
*/
update(params: SpriteUpdateParams, minX?: number, maxX?: number, maxY?: number): void {
update(params: SpriteUpdateParams, minX?: number, maxX?: number, minY?: number, maxY?: number): void {
const offsetTime = params.start || performance.now();
const v = params.duration > 0 ? (1 / params.duration) : 0;
if (minX != null) {
this.minX = minX;
}
if (maxX != null) {
this.maxX = maxX;
}
if (minY != null) {
this.minY = minY;
}
if (maxY != null) {
this.maxY = maxY;
}
updateKeys.forEach(key => {
attributeKeys.forEach(key => {
this.updateMap[key] = params[key];
});
@ -155,23 +164,32 @@ export default class TxSprite {
...this.tempAttributes
};
}
const size = attributes.s;
const s = size.b;
const y = attributes.y.b;
const maxYFactor = (this.maxY - y) / s;
const x = attributes.x.b;
const maxXFactor = -(x - this.minX) / s;
// update vertex data in place
// ugly, but avoids overhead of allocating large temporary arrays
const vertexStride = VI.length + 2;
const vertexStride = VI.length + 4;
for (let vertex = 0; vertex < 6; vertex++) {
this.vertexData[vertex * vertexStride] = Math.max(maxXFactor, vertexOffsetFactors[vertex][0]);
this.vertexData[(vertex * vertexStride) + 1] = Math.min(maxYFactor, vertexOffsetFactors[vertex][1]);
for (let step = 0; step < VI.length; step++) {
this.vertexData[vertex * vertexStride] = this.minX;
this.vertexData[(vertex * vertexStride) + 1] = this.minY;
this.vertexData[(vertex * vertexStride) + 2] = this.maxX;
this.vertexData[(vertex * vertexStride) + 3] = this.maxY;
// x
this.vertexData[(vertex * vertexStride) + 4] = attributes[VI[0].a][VI[0].f] + (vertexOffsetFactors[vertex][0] * attributes.s.a);
this.vertexData[(vertex * vertexStride) + 5] = attributes[VI[1].a][VI[1].f] + (vertexOffsetFactors[vertex][0] * attributes.s.b);
this.vertexData[(vertex * vertexStride) + 6] = attributes[VI[2].a][VI[2].f];
this.vertexData[(vertex * vertexStride) + 7] = attributes[VI[3].a][VI[3].f];
// y
this.vertexData[(vertex * vertexStride) + 8] = attributes[VI[4].a][VI[4].f] + (vertexOffsetFactors[vertex][1] * attributes.s.a);
this.vertexData[(vertex * vertexStride) + 9] = attributes[VI[5].a][VI[5].f] + (vertexOffsetFactors[vertex][1] * attributes.s.b);
this.vertexData[(vertex * vertexStride) + 10] = attributes[VI[6].a][VI[6].f];
this.vertexData[(vertex * vertexStride) + 11] = attributes[VI[7].a][VI[7].f];
for (let step = 8; step < VI.length; step++) {
// components of each field in the vertex array are defined by an entry in VI:
// VI[i].a is the attribute, VI[i].f is the inner field, VI[i].offA and VI[i].offB are offset factors
this.vertexData[(vertex * vertexStride) + step + 2] = attributes[VI[step].a][VI[step].f];
this.vertexData[(vertex * vertexStride) + step + 4] = attributes[VI[step].a][VI[step].f];
}
}
@ -217,12 +235,12 @@ function interpolateAttributeStart(attribute: InterpolatedAttribute, start: DOMH
}
const vertexOffsetFactors = [
[-1, 0],
[0, 1],
[0, 0],
[-1, 0],
[0, 1],
[-1, 1]
[1, 1],
[1, 0],
[0, 0],
[1, 1],
[0, 1]
];
const VI = [];

View File

@ -106,7 +106,7 @@ export default class TxView implements TransactionStripped {
returns minimum transition end time
*/
update(params: ViewUpdateParams, { minX, maxX, maxY }: { minX: number, maxX: number, maxY: number }): number {
update(params: ViewUpdateParams, { minX, maxX, minY, maxY }: { minX: number, maxX: number, minY: number, maxY: number }): number {
if (params.jitter) {
params.delay += (Math.random() * params.jitter);
}
@ -118,6 +118,7 @@ export default class TxView implements TransactionStripped {
this.vertexArray,
minX,
maxX,
minY,
maxY
);
// apply any pending hover event
@ -132,6 +133,7 @@ export default class TxView implements TransactionStripped {
},
minX,
maxX,
minY,
maxY
);
}
@ -140,6 +142,7 @@ export default class TxView implements TransactionStripped {
toSpriteUpdate(params),
minX,
maxX,
minY,
maxY
);
}

View File

@ -568,10 +568,9 @@ export class BlockOverviewMultiComponent implements AfterViewInit, OnDestroy, On
// WebGL shader attributes
const attribs = {
offset: { type: 'FLOAT', count: 2, pointer: null, offset: 0 },
bounds: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
posX: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
posY: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
posR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
colR: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
colG: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
colB: { type: 'FLOAT', count: 4, pointer: null, offset: 0 },
@ -594,10 +593,9 @@ varying lowp vec4 vColor;
// each attribute contains [x: startValue, y: endValue, z: startTime, w: rate]
// shader interpolates between start and end values at the given rate, from the given time
attribute vec2 offset;
attribute vec4 bounds;
attribute vec4 posX;
attribute vec4 posY;
attribute vec4 posR;
attribute vec4 colR;
attribute vec4 colG;
attribute vec4 colB;
@ -622,10 +620,7 @@ float interpolateAttribute(vec4 attr) {
void main() {
vec4 screenTransform = vec4(2.0 / screenSize.x, 2.0 / screenSize.y, -1.0, -1.0);
// vec4 screenTransform = vec4(1.0 / screenSize.x, 1.0 / screenSize.y, -0.5, -0.5);
float radius = interpolateAttribute(posR);
vec2 position = vec2(interpolateAttribute(posX), interpolateAttribute(posY)) + (radius * offset);
vec2 position = clamp(vec2(interpolateAttribute(posX), interpolateAttribute(posY)), bounds.xy, bounds.zw);
gl_Position = vec4(position * screenTransform.xy + screenTransform.zw, 1.0, 1.0);
float red = interpolateAttribute(colR);

View File

@ -155,7 +155,7 @@ export class EightMempoolComponent implements OnInit, OnDestroy {
this.lastBlockHeightUpdate = this.blockIndices.map(() => 0);
this.autofit = params.autofit !== 'false';
this.blockWidth = Number.isInteger(Number(params.blockWidth)) ? Number(params.blockWidth) : 540;
this.padding = Number.isInteger(Number(params.padding)) ? Number(params.padding) : this.blockWidth;
this.padding = Number.isInteger(Number(params.padding)) ? Number(params.padding) : 0;
this.wrapBlocks = params.wrap !== 'false';
this.stagger = Number.isInteger(Number(params.stagger)) ? Number(params.stagger) : 0;
this.animationDuration = Number.isInteger(Number(params.animationDuration)) ? Number(params.animationDuration) : 2000;