multiblock enforce block boundaries
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				| @ -278,7 +278,7 @@ export default class BlockScene { | ||||
|   } | ||||
| 
 | ||||
|   private applyTxUpdate(tx: TxView, update: ViewUpdateParams): void { | ||||
|     this.animateUntil = Math.max(this.animateUntil, tx.update(update)); | ||||
|     this.animateUntil = Math.max(this.animateUntil, tx.update(update, { minX: this.x, maxY: this.y + this.height })); | ||||
|   } | ||||
| 
 | ||||
|   private updateTxColor(tx: TxView, startTime: number, delay: number, animate: boolean = true, duration?: number): void { | ||||
| @ -453,7 +453,7 @@ 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 | ||||
|       }; | ||||
|  | ||||
| @ -16,15 +16,22 @@ export default class TxSprite { | ||||
|   attributes: Attributes; | ||||
|   tempAttributes: OptionalAttributes; | ||||
| 
 | ||||
|   minX: number; | ||||
|   maxY: number; | ||||
| 
 | ||||
|   constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray) { | ||||
| 
 | ||||
|   constructor(params: SpriteUpdateParams, vertexArray: FastVertexArray, minX, maxY: number) { | ||||
|     const offsetTime = params.start; | ||||
|     this.vertexArray = vertexArray; | ||||
|     this.vertexData = Array(VI.length).fill(0); | ||||
| 
 | ||||
|     this.updateMap = { | ||||
|       x: 0, y: 0, s: 0, r: 0, g: 0, b: 0, a: 0 | ||||
|     }; | ||||
| 
 | ||||
|     this.minX = minX; | ||||
|     this.maxY = maxY; | ||||
| 
 | ||||
|     this.attributes = { | ||||
|       x: { a: params.x, b: params.x, t: offsetTime, v: 0, d: 0 }, | ||||
|       y: { a: params.y, b: params.y, t: offsetTime, v: 0, d: 0 }, | ||||
| @ -77,10 +84,17 @@ 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): void { | ||||
|   update(params: SpriteUpdateParams, minX?: 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 (maxY != null) { | ||||
|       this.maxY = maxY; | ||||
|     } | ||||
| 
 | ||||
|     updateKeys.forEach(key => { | ||||
|       this.updateMap[key] = params[key]; | ||||
|     }); | ||||
| @ -140,13 +154,18 @@ export default class TxSprite { | ||||
|       }; | ||||
|     } | ||||
|     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; | ||||
|     for (let vertex = 0; vertex < 6; vertex++) { | ||||
|       this.vertexData[vertex * vertexStride] = vertexOffsetFactors[vertex][0]; | ||||
|       this.vertexData[(vertex * vertexStride) + 1] = vertexOffsetFactors[vertex][1]; | ||||
|       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++) { | ||||
|         // 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
 | ||||
| @ -196,12 +215,12 @@ function interpolateAttributeStart(attribute: InterpolatedAttribute, start: DOMH | ||||
| } | ||||
| 
 | ||||
| const vertexOffsetFactors = [ | ||||
|   [-1, 0], | ||||
|   [0, 1], | ||||
|   [0, 0], | ||||
|   [1, 1], | ||||
|   [1, 0], | ||||
|   [0, 0], | ||||
|   [1, 1], | ||||
|   [0, 1] | ||||
|   [-1, 0], | ||||
|   [0, 1], | ||||
|   [-1, 1] | ||||
| ]; | ||||
| 
 | ||||
| const VI = []; | ||||
|  | ||||
| @ -106,7 +106,7 @@ export default class TxView implements TransactionStripped { | ||||
| 
 | ||||
|     returns minimum transition end time | ||||
|   */ | ||||
|   update(params: ViewUpdateParams): number { | ||||
|   update(params: ViewUpdateParams, { minX, maxY }: { minX: number, maxY: number }): number { | ||||
|     if (params.jitter) { | ||||
|       params.delay += (Math.random() * params.jitter); | ||||
|     } | ||||
| @ -115,21 +115,29 @@ export default class TxView implements TransactionStripped { | ||||
|       this.initialised = true; | ||||
|       this.sprite = new TxSprite( | ||||
|         toSpriteUpdate(params), | ||||
|         this.vertexArray | ||||
|         this.vertexArray, | ||||
|         minX, | ||||
|         maxY | ||||
|       ); | ||||
|       // apply any pending hover event
 | ||||
|       if (this.hover) { | ||||
|         params.duration = Math.max(params.duration, hoverTransitionTime); | ||||
|         this.sprite.update({ | ||||
|           ...this.hoverColor, | ||||
|           duration: hoverTransitionTime, | ||||
|           adjust: false, | ||||
|           temp: true | ||||
|         }); | ||||
|         this.sprite.update( | ||||
|           { | ||||
|             ...this.hoverColor, | ||||
|             duration: hoverTransitionTime, | ||||
|             adjust: false, | ||||
|             temp: true | ||||
|           }, | ||||
|           minX, | ||||
|           maxY | ||||
|         ); | ||||
|       } | ||||
|     } else { | ||||
|       this.sprite.update( | ||||
|         toSpriteUpdate(params) | ||||
|         toSpriteUpdate(params), | ||||
|         minX, | ||||
|         maxY | ||||
|       ); | ||||
|     } | ||||
|     this.dirty = false; | ||||
|  | ||||
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